13 lines
310 B
GLSL
13 lines
310 B
GLSL
#version 450
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#pragma shader_stage(fragment)
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layout (location = 0) in vec3 inPosition;
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layout (location = 1) in vec3 inColor;
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layout (location = 0) out uvec2 outId;
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layout (location = 1) out vec2 outNormals;
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layout (location = 2) out vec4 outAlbedo;
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void main() {
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outAlbedo = vec4(inColor, 1);
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} |