20 lines
396 B
GLSL
20 lines
396 B
GLSL
#version 150 core
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uniform vec4 uColor;
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uniform sampler2D uAlbedoTexture;
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in vec3 ioFragPosition;
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in vec3 ioFragNormal;
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in vec2 ioFragTexCoords;
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in vec4 ioFragColor;
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out vec4 outColor;
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out vec3 outNormal;
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out vec3 outPosition;
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void main() {
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outColor = texture(uAlbedoTexture, ioFragTexCoords) * ioFragColor * uColor;
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outNormal = normalize(ioFragNormal);
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outPosition = ioFragPosition.xyz;
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}
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