blob: b84c37cf2a5d4e94d08f5039e88321ad00639f06 [file] [log] [blame]
#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);
}