procedural-3d-engine/data/hlsl/pushdescriptors/cube.frag
Ben Clayton cce75f1859 Add shaders re-implemented in HLSL
These were written against the shaders at revision eddd724e7.
There have been changes made since then, which will need to be mirrored.

See `data/hlsl/README.md` for the current status of each sample.
2020-05-21 12:58:13 +01:00

16 lines
No EOL
400 B
GLSL

// Copyright 2020 Google LLC
Texture2D textureColorMap : register(t2);
SamplerState samplerColorMap : register(s2);
struct VSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
};
float4 main(VSOutput input) : SV_TARGET
{
return textureColorMap.Sample(samplerColorMap, input.UV) * float4(input.Color, 1.0);
}