// XC_BUILTIN_UNLIT_OPENGL_PS #version 430 layout(binding = 0) uniform sampler2D uBaseColorTexture; layout(std140, binding = 0) uniform PerObjectConstants { mat4 gProjectionMatrix; mat4 gViewMatrix; mat4 gModelMatrix; mat4 gNormalMatrix; }; layout(std140, binding = 1) uniform MaterialConstants { vec4 gBaseColorFactor; }; in vec2 vTexCoord; layout(location = 0) out vec4 fragColor; void main() { fragColor = texture(uBaseColorTexture, vTexCoord) * gBaseColorFactor; }