| // | 
 | // Copyright (c) 2017-2022 Advanced Micro Devices, Inc. All rights reserved. | 
 | // | 
 | // Permission is hereby granted, free of charge, to any person obtaining a copy | 
 | // of this software and associated documentation files (the "Software"), to deal | 
 | // in the Software without restriction, including without limitation the rights | 
 | // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | 
 | // copies of the Software, and to permit persons to whom the Software is | 
 | // furnished to do so, subject to the following conditions: | 
 | // | 
 | // The above copyright notice and this permission notice shall be included in | 
 | // all copies or substantial portions of the Software. | 
 | // | 
 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | 
 | // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | 
 | // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL THE | 
 | // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | 
 | // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | 
 | // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | 
 | // THE SOFTWARE. | 
 | // | 
 |  | 
 | #version 450 | 
 | #extension GL_ARB_separate_shader_objects : enable | 
 |  | 
 | layout(location = 0) in vec3 inColor; | 
 | layout(location = 1) in vec2 inTexCoord; | 
 |  | 
 | layout(location = 0) out vec4 outColor; | 
 |  | 
 | layout(binding = 1) uniform sampler2D texSampler; | 
 |  | 
 | void main() | 
 | { | 
 |     outColor = texture(texSampler, inTexCoord); | 
 |     outColor.rgb *= inColor; | 
 | } |