21 lines
629 B
GLSL
21 lines
629 B
GLSL
#version 310 es
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precision mediump float;
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precision highp int;
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layout(binding = 0) uniform mediump sampler2D samp;
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layout(location = 0) out vec4 FragColor;
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layout(location = 2) in vec2 vUV;
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layout(location = 1) in vec3 vNormal;
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void main()
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{
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FragColor = vec4(texture(samp, vUV).xyz, 1.0);
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FragColor = vec4(texture(samp, vUV).xz, 1.0, 4.0);
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FragColor = vec4(texture(samp, vUV).xx, texture(samp, vUV + vec2(0.100000001490116119384765625)).yy);
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FragColor = vec4(vNormal, 1.0);
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FragColor = vec4(vNormal + vec3(1.7999999523162841796875), 1.0);
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FragColor = vec4(vUV, vUV + vec2(1.7999999523162841796875));
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}
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