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#version 450 core |
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layout(location = 0) out vec4 fColor; |
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layout(set=0, binding=0) uniform sampler2D sTexture; |
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layout(location = 0) in struct { |
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vec4 Color; |
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vec2 UV; |
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} In; |
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void main() |
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{ |
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fColor = In.Color * texture(sTexture, In.UV.st); |
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}
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