TextRender.frag 366 B

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  1. #version 450
  2. // Uniforms
  3. layout(set=1,binding=0) uniform texture2D Texture;
  4. layout(set=1,binding =1) uniform sampler TextureSampler;
  5. // Varyings
  6. layout(location=0) in vec4 v_color;
  7. layout(location =1) in vec2 v_texCoords;
  8. layout(location=0) out vec4 fsout_Color;
  9. void main()
  10. {
  11. fsout_Color = v_color * texture(sampler2D(Texture, TextureSampler), v_texCoords);
  12. }