WarHorse/resources/EngineResources/shaders/lighting_frag.glsl

12 lines
313 B
GLSL

#version 450
layout(location = 0) in vec2 inTextCoord;
layout(location = 0) out vec4 outFragColor;
layout(set = 0, binding = 0) uniform sampler2D albedoSampler;
layout(set = 0, binding = 1) uniform sampler2D depthSampler;
void main() {
outFragColor = vec4(texture(albedoSampler, inTextCoord).rgb, 1.0);
}