25 lines
348 B
GLSL

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