procedural-3d-engine/data/shaders/terraintessellation/skysphere.frag

13 lines
272 B
GLSL

#version 450 core
layout (location = 0) in vec2 inUV;
layout (set = 0, binding = 1) uniform sampler2D samplerColorMap;
layout (location = 0) out vec4 outFragColor;
void main(void)
{
vec4 color = texture(samplerColorMap, inUV);
outFragColor = vec4(color.rgb, 1.0);
}