16 lines
400 B
GLSL
16 lines
400 B
GLSL
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// Copyright 2020 Google LLC
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Texture2D textureColorMap : register(t1);
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SamplerState samplerColorMap : register(s1);
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struct VSOutput
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{
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float3 Color : COLOR0;
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[[vk::location(2)]] float2 UV : TEXCOORD0;
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};
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float4 main(VSOutput input) : SV_TARGET
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{
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return textureColorMap.Sample(samplerColorMap, input.UV) * float4(input.Color, 1.0);
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}
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