#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); | |
} |