16 lines
320 B
GLSL
16 lines
320 B
GLSL
#version 460 core
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layout (location = 0) in vec3 norm;
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layout (location = 1) in vec2 texCoord;
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layout (location = 0) out vec4 FragColor;
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layout (set = 0, binding = 0) uniform Matrices {
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mat4 mvp;
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float time;
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};
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layout (set = 0, binding = 1) uniform sampler2D tex;
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void main() {
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FragColor = vec4(norm, 1.0);
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} |