#version 460 core layout (location = 0) in vec4 color; layout (location = 0) out vec4 FragColor; layout (set = 0, binding = 0) uniform Matrices { mat4 view; mat4 proj; float time; vec3 cam_pos; vec3 cam_dir; vec4 frustum[6]; vec2 viewport; float tess_factor; float tess_edge_size; }; layout (set = 0, binding = 1) uniform sampler2D tex; void main() { FragColor = (color + vec4(1.0)) / 2.0; }