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