engine/assets/shaders/unlit.glsl

35 lines
537 B
GLSL

#extension GL_ARB_bindless_texture : enable
// UBOs
layout(std140, binding = 0) uniform Matrices {
mat4 projection;
mat4 view;
};
// Uniforms
layout(location = 1) uniform mat4 model;
layout(location = 2) uniform vec3 color;
// Input, output blocks
#if VERTEX_SHADER
layout(location = 0) in vec3 aPos;
void main() {
gl_Position = projection * view * model * vec4(aPos.xyz, 1.0);
}
#endif // VERTEX_SHADER
#if FRAGMENT_SHADER
out vec4 FragColor;
void main() {
FragColor = vec4(color, 1.0f);
}
#endif // FRAGMNET_SHADER