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prism/engine/shaders/billboard.frag.glsl

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layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outColor;
layout(push_constant) uniform readonly PushConstant{
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mat4 mvp;
vec4 color;
};
layout (binding = 2) uniform texture2D colorSampler;
layout (binding = 3) uniform sampler testSampler;
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void main() {
if(inUV.y < 0.0 || inUV.x > 1.0)
discard;
outColor = texture(sampler2D(colorSampler, testSampler), inUV) * color;
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}