26 lines
446 B
GLSL
26 lines
446 B
GLSL
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#version 450
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//
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// IO
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//
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layout(location = 0) in vec2 in_UV;
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layout(location = 0) out vec4 out_color;
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//
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// UNIFORMS
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//
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layout(binding = 0) uniform UnlitMaterial {
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vec4 albedo;
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} material;
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layout(binding = 1) uniform sampler2D albedo_texture;
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/// ----------------------------------------------------
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/// ----------------------------------------------------
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void main() {
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out_color = texture(albedo_texture, in_UV) * material.albedo;
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}
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