22 lines
513 B
GLSL
22 lines
513 B
GLSL
#version 440
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layout(location = 0) in vec2 v_texcoord;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 0) uniform sampler2D tex;
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layout(std140, binding = 1) uniform buf {
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vec4 color;
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};
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layout(set = 1, binding = 0) uniform sampler2D tex2;
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layout(std140, set = 1, binding = 1) uniform buf2 {
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vec4 color2;
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};
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layout(set = 1, binding = 2) uniform sampler2D tex3;
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void main()
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{
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fragColor = texture(tex, v_texcoord) * texture(tex2, v_texcoord) * color * color2 * texture(tex3, v_texcoord);
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}
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