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shader.frag

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Feb 22nd, 2018
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  1. #version 450
  2. #extension GL_ARB_separate_shader_objects : enable
  3.  
  4. layout(location = 0) in vec3 inColor;
  5. layout(location = 1) in vec2 inTexCoord;
  6. layout(location = 0) out vec4 outColor;
  7.  
  8. layout(binding = 1) uniform sampler2D texSampler;
  9.  
  10. void main() {
  11.     outColor = texture(texSampler, inTexCoord);
  12. }
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