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