25 lines
348 B
GLSL
25 lines
348 B
GLSL
#version 460
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layout(set = 2, binding = 0)
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uniform sampler2D u_texture;
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layout(set = 3, binding = 0)
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uniform Parameters
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{
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vec4 u_color;
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};
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layout(location = 0)
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in vec2 i_texCoord;
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layout(location = 1)
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in vec4 i_color;
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layout(location = 0)
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out vec4 o_color;
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void main()
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{
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o_color = texture(u_texture, i_texCoord) * i_color * u_color;
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}
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