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https://git.code.sf.net/p/quake/quakeforge
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c834516c3c
I've decided to just get things working the usual way for now, and I wasn't too happy about mixing the id writing into irrelevant shaders.
17 lines
285 B
GLSL
17 lines
285 B
GLSL
#version 450
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layout (set = 1, binding = 0) uniform sampler2D Texture;
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layout (location = 0) in vec2 st;
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layout (location = 1) in vec4 color;
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layout (location = 0) out vec4 frag_color;
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void
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main (void)
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{
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vec4 pix;
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pix = texture (Texture, st);
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frag_color = pix * color;
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}
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