| #version 450 | |
| #extension GL_ARB_separate_shader_objects : enable | |
| layout(location = 0) in vec2 uvCoords; | |
| layout(set = 0, binding = 0) uniform sampler2D image; | |
| layout(std140, push_constant) uniform PushConstant { | |
| layout(offset=80) vec4 color; | |
| }; | |
| layout(location = 0) out vec4 outColor; | |
| // Simply output the color multiplied with the texture. | |
| void main() { | |
| outColor = color * texture(image, uvCoords); | |
| } |