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inline_entry.glsl-opengl 282 B · Plain text
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#version 450

layout(binding = 0) uniform sampler2D material_tex;

layout(location = 0) in vec2 in_uv;
layout(location = 1) in vec3 in_normal;
layout(location = 0) out vec4 out_color;

void main() {
	vec4 albedo = texture(material_tex, in_uv);
	out_color = vec4(albedo.rgb, 1.0);
}