29 lines
614 B
GLSL
29 lines
614 B
GLSL
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#version 310 es
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precision mediump float;
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precision highp int;
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struct PSInput
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{
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highp vec4 color;
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highp vec2 uv;
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};
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uniform mediump sampler2D SPIRV_Cross_CombinedtexSamp;
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layout(location = 0) in highp vec4 in_var_COLOR;
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layout(location = 1) in highp vec2 in_var_TEXCOORD0;
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layout(location = 0) out highp vec4 out_var_SV_TARGET;
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highp vec4 src_PSMain(PSInput _input)
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{
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vec4 a = _input.color * texture(SPIRV_Cross_CombinedtexSamp, _input.uv);
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return a;
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}
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void main()
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{
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PSInput param_var_input = PSInput(in_var_COLOR, in_var_TEXCOORD0);
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out_var_SV_TARGET = src_PSMain(param_var_input);
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}
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