blob: eba3a9ba630ed5dffcadf2c0f1d1677568923fc6 [file] [log] [blame]
#version 450
#extension GL_ARB_separate_shader_objects : enable
// A simple ambient-only lighting pass.
#ifndef USE_ATTRIBUTE_UV
#error UV coordinates are required for texture-mapping.
#endif
layout(location = 0) out vec4 outColor;
layout(location = 0) in vec2 inUV;
#define USE_PAPER_SHADER_CAMERA_AMBIENT 1
#define USE_PAPER_SHADER_MESH_INSTANCE 1
#define USE_PAPER_SHADER_MESH_MATERIAL 1
#include "shaders/paper/common/use.glsl"
void main() {
outColor = model_color *
vec4(ambient_light_color, 1) *
texture(material_tex, inUV);
}