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      1 #version 400
      2 #extension GL_ARB_separate_shader_objects : enable
      3 #extension GL_ARB_shading_language_420pack : enable
      4 layout (binding = 0) uniform sampler2D tex;
      5 layout (location = 0) in vec2 texcoord;
      6 layout (location = 0) out vec4 uFragColor;
      7 void main() {
      8    uFragColor = texture(tex, texcoord);
      9 }
     10