engine/bin/data/shaders/base.frag.glsl
2021-02-04 00:00:00 -06:00

22 lines
627 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);
if ( outAlbedoSpecular.a < 0.001 ) discard;
outAlbedoSpecular.rgb *= inColor.rgb;
outAlbedoSpecular.a = 1;
outNormal = vec4(inNormal,1);
outPosition = vec4(inPosition,1);
}