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