#version 460 layout(location = 0) in vec4 v_color; layout(location = 1) in vec2 v_uv; layout(location = 2) in vec3 v_normal_vs; layout(location = 0) out vec4 out_color; layout(set = 2, binding = 0) uniform sampler2D atlas; void main() { vec3 light_dir = normalize(vec3(0.5, 1.0, 0.8)); float ambient = 0.2; float diffuse = max(dot(v_normal_vs, light_dir), 0.0); float lighting = ambient + (1.0 - ambient) * diffuse; vec2 uv = vec2(v_uv.x, 1.0-v_uv.y); out_color = texture(atlas, uv);// + v_color; //out_color = v_color * vec4(v_normal_vs,1.0); //out_color = vec4(v_color.rgb * lighting, v_color.a); //out_color = vec4(1.0); //out_color = vec4(viz(v_normal_vs), 1.0); //out_color = vec4(lighting); }