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 :-)
11 lines
319 B
GLSL
11 lines
319 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 texture2D bound_texture;
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layout(binding = 3) uniform sampler testSampler;
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void main() {
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out_color = in_color * texture(sampler2D(bound_texture, testSampler), in_uv);
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}
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