engine/bin/data/shaders/noise.frag.glsl
2020-12-14 00:00:00 -06:00

23 lines
628 B
GLSL

#version 450
layout (binding = 1) uniform sampler3D 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;
layout (binding = 2) uniform UBO {
float slice;
} ubo;
void main() {
outAlbedoSpecular.rgb = vec3(texture(samplerColor, vec3(inUv,ubo.slice)).r);
outAlbedoSpecular.a = 1;
outNormal = vec4(inNormal,1);
outPosition = vec4(inPosition,1);
}