2024-02-24 00:18:55 -05:00

24 lines
452 B
GLSL

#version 460 core
layout (location = 0) in vec4 color;
layout (location = 1) in vec2 texCoord;
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;
}