metaforce/hecl/test/test.shader

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2018-10-07 02:53:57 +00:00
#culling none
#attribute position3
#attribute normal3
#attribute uv2
#vertex glsl
layout(location=0) in vec3 in_pos;
layout(location=1) in vec3 in_norm;
layout(location=2) in vec2 in_uv;
SBINDING(0) out vec2 out_uv;
void main()
{
gl_Position = vec4(in_pos, 1.0);
out_uv = in_uv;
}
#fragment glsl
precision highp float;
TBINDING0 uniform sampler2D texs[1];
layout(location=0) out vec4 out_frag;
SBINDING(0) in vec2 out_uv;
void main()
{
out_frag = texture(texs[0], out_uv);
}