10 lines
310 B
GLSL
10 lines
310 B
GLSL
layout(location = 0) out vec4 outColor;
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layout(location = 0) in vec2 uv;
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layout(binding = 0) uniform sampler2D albedoSampler;
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layout(binding = 1) uniform sampler2D materialSampler;
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void main() {
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outColor = vec4(vec3(0.01) * texture(albedoSampler, uv).rgb + vec3(texture(materialSampler, uv).b), 1.0);
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}
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