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composition.frag 364B

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  1. #version 450
  2. #extension GL_ARB_separate_shader_objects : enable
  3. #extension GL_ARB_shading_language_420pack : enable
  4. layout (binding = 0) uniform sampler2D samplerColor0;
  5. layout (binding = 1) uniform sampler2D samplerColor1;
  6. layout (location = 0) in vec2 inUV;
  7. layout (location = 0) out vec4 outColor;
  8. void main()
  9. {
  10. outColor = texture(samplerColor0, inUV);
  11. }