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