engine/bin/data/shaders/heightmap.frag.glsl
2020-09-07 00:00:00 -05:00

19 lines
546 B
GLSL

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