* Started work on buffer device address sample * Code cleanup * Added BDA sample to readm * Added android build files for BDA sample * Replaces all uniform buffers with references Comments and code cleanup
20 lines
No EOL
408 B
GLSL
20 lines
No EOL
408 B
GLSL
/* Copyright (c) 2024, Sascha Willems
|
|
*
|
|
* SPDX-License-Identifier: MIT
|
|
*
|
|
*/
|
|
|
|
#version 450
|
|
|
|
layout (set = 0, binding = 0) uniform sampler2D samplerColorMap;
|
|
|
|
layout (location = 0) in vec3 inNormal;
|
|
layout (location = 1) in vec3 inColor;
|
|
layout (location = 2) in vec2 inUV;
|
|
|
|
layout (location = 0) out vec4 outFragColor;
|
|
|
|
void main()
|
|
{
|
|
outFragColor = texture(samplerColorMap, inUV) * vec4(inColor, 1.0);
|
|
} |