// | |
// Copyright (c) 2017 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; | |
} |