SPIRV-Cross/shaders/frag/sampler.frag
Hans-Kristian Arntzen de33d89074 Add explicit in/out locations everywhere.
Needed for newer glslang. With Vulkan semantics for SPIR-V, all
locations must be explicitly defined.
2017-06-21 09:39:08 +02:00

19 lines
348 B
GLSL

#version 310 es
precision mediump float;
layout(location = 0) in vec4 vColor;
layout(location = 1) in vec2 vTex;
layout(binding = 0) uniform sampler2D uTex;
layout(location = 0) out vec4 FragColor;
vec4 sample_texture(sampler2D tex, vec2 uv)
{
return texture(tex, uv);
}
void main()
{
FragColor = vColor * sample_texture(uTex, vTex);
}