#version 450 | |
#extension GL_ARB_separate_shader_objects : enable | |
layout(binding = 0) uniform sampler2D texSampler; | |
layout(location = 0) in vec2 fragTexCoord; | |
layout(location = 0) out vec4 outColor; | |
void main() { | |
outColor = texture(texSampler, fragTexCoord); | |
} |