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

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GLSL

layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outColor;
layout(push_constant, binding = 1) uniform readonly PushConstant{
mat4 mvp;
vec4 color;
};
layout (binding = 2) uniform sampler2D colorSampler;
void main() {
if(inUV.y < 0.0 || inUV.x > 1.0)
discard;
outColor = texture(colorSampler, inUV) * color;
}