20 lines
408 B
GLSL
20 lines
408 B
GLSL
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/* Copyright (c) 2024, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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#version 450
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layout (set = 0, binding = 0) uniform sampler2D samplerColorMap;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec2 inUV;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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outFragColor = texture(samplerColorMap, inUV) * vec4(inColor, 1.0);
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}
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