This was a leftover from sharing GLSL with Metal and OpenGL, this is now a warning with modern SPIR-V compilers anyway.
17 lines
347 B
GLSL
17 lines
347 B
GLSL
layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outColor;
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layout(push_constant) uniform readonly PushConstant{
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mat4 mvp;
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vec4 color;
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};
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layout (binding = 2) uniform sampler2D colorSampler;
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void main() {
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if(inUV.y < 0.0 || inUV.x > 1.0)
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discard;
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outColor = texture(colorSampler, inUV) * color;
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}
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