engine/bin/data/shaders/base.frag.glsl
2020-08-09 00:00:00 -05:00

21 lines
645 B
GLSL

#version 450
layout (binding = 1) uniform sampler2D samplerColor;
layout (location = 0) in vec2 inUv;
layout (location = 1) in vec3 inPosition;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec4 inColor;
layout (location = 0) out vec4 outAlbedoSpecular;
layout (location = 1) out vec4 outPosition;
layout (location = 2) out vec4 outNormal;
void main() {
outAlbedoSpecular = texture(samplerColor, inUv);
if ( outAlbedoSpecular.a < 0.001 ) discard;
outAlbedoSpecular.rgb *= inColor.rgb;
outAlbedoSpecular.a = 1;
// outPosition = vec4(inPosition, 1.0);
// outNormal = vec4(normalize(inNormal), 1.0);
}