20 lines
581 B
GLSL
20 lines
581 B
GLSL
#version 450
|
|
|
|
layout (binding = 1) uniform sampler2D samplerColor;
|
|
|
|
layout (location = 0) in vec2 inUv;
|
|
layout (location = 1) in vec4 inColor;
|
|
layout (location = 2) in vec3 inNormal;
|
|
layout (location = 3) in vec3 inPosition;
|
|
|
|
layout (location = 0) out vec4 outAlbedoSpecular;
|
|
layout (location = 1) out vec4 outNormal;
|
|
layout (location = 2) out vec4 outPosition;
|
|
|
|
void main() {
|
|
outAlbedoSpecular = texture(samplerColor, inUv);
|
|
// outAlbedoSpecular.rgb *= inColor.rgb;
|
|
outAlbedoSpecular.a = 1;
|
|
outNormal = vec4(inNormal,1);
|
|
outPosition = vec4(inPosition,1);
|
|
} |