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prism/engine/shaders/imgui.frag.glsl
2021-05-09 20:04:41 -04:00

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GLSL

layout(location = 0) in vec4 in_color;
layout(location = 1) in vec2 in_uv;
layout(location = 0) out vec4 out_color;
layout(binding = 2) uniform sampler2D bound_texture;
void main() {
out_color = in_color * texture(bound_texture, in_uv);
}