| // | |
| // 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; | |
| } |