| #version 450 |
| #extension GL_ARB_separate_shader_objects : enable |
| |
| layout(binding = 0) uniform sampler2D texSampler; |
| layout(binding = 1) uniform UniformBufferObject { |
| mat4 posTransform; |
| mat4 texcoordTransform; |
| uvec4 mode; |
| vec4 alpha; |
| vec4 color; |
| } ubo; |
| |
| layout(location = 0) in vec2 fragTexCoord; |
| |
| layout(location = 0) out vec4 outColor; |
| |
| void main() { |
| if (ubo.mode.x == 2) { |
| outColor = ubo.alpha * texture(texSampler, fragTexCoord); |
| } else if (ubo.mode.x == 3) { |
| outColor = ubo.alpha * ubo.color; |
| } else { |
| outColor = vec4(0.0, 1.0, 0.0, 1.0); |
| } |
| } |