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prism/engine/shaders/imgui.frag.glsl
Joshua Goins a0d92be759 Start to separate combined image samplers
This is to be in line with requirements from HLSL/DX12 and WebGPU,
both of which do not support this. It's probably better to get
started removing our usage of them now :-)
2022-03-06 22:45:08 -05:00

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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 texture2D bound_texture;
layout(binding = 3) uniform sampler testSampler;
void main() {
out_color = in_color * texture(sampler2D(bound_texture, testSampler), in_uv);
}