19 lines
546 B
GLSL
19 lines
546 B
GLSL
#version 450
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layout (binding = 1) uniform sampler2D samplerColor;
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layout (location = 0) in vec2 inUv;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec4 inColor;
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layout (location = 0) out vec4 outAlbedoSpecular;
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layout (location = 1) out vec4 outNormal;
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void main() {
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outAlbedoSpecular = texture(samplerColor, inUv);
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outAlbedoSpecular = vec4(1,1,1,1);
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outAlbedoSpecular.rgb *= inColor.rgb;
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outAlbedoSpecular.a = 1;
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// outPosition = vec4(inPosition, 1.0);
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outNormal = vec4(normalize(inNormal), 1.0);
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} |