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XCEngine/engine/assets/builtin/shaders/unlit/unlit.frag.vk.glsl

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710 B
GLSL

// XC_BUILTIN_UNLIT_VULKAN_PS
#version 450
layout(set = 3, binding = 0) uniform texture2D uBaseColorTexture;
layout(set = 4, binding = 0) uniform sampler uLinearSampler;
layout(set = 1, binding = 0, std140) uniform PerObjectConstants {
mat4 gProjectionMatrix;
mat4 gViewMatrix;
mat4 gModelMatrix;
mat4 gNormalMatrix;
vec4 gMainLightDirectionAndIntensity;
vec4 gMainLightColorAndFlags;
};
layout(set = 2, binding = 0, std140) uniform MaterialConstants {
vec4 gBaseColorFactor;
};
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = texture(sampler2D(uBaseColorTexture, uLinearSampler), vTexCoord) * gBaseColorFactor;
}