ref_vk/shaders/model.frag

18 lines
393 B
GLSL

#version 450
layout(set = 0, binding = 0) uniform sampler2D sTexture;
layout(location = 0) in vec4 color;
layout(location = 1) in vec2 texCoord;
layout(location = 2) in flat int textured;
layout(location = 0) out vec4 fragmentColor;
void main()
{
if(textured != 0)
fragmentColor = texture(sTexture, texCoord) * clamp(color, 0.0, 1.0);
else
fragmentColor = color;
}