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- #version 450
- #extension GL_ARB_separate_shader_objects : enable
- layout(location = 0) in vec3 inColor;
- layout(location = 1) in vec2 inTexCoord;
- layout(location = 0) out vec4 outColor;
- layout(binding = 1) uniform sampler2D texSampler;
- void main() {
- outColor = texture(texSampler, inTexCoord);
- }
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