RuntimeData/shader/gbuffer_debug.frag

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GLSL
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2020-04-07 19:00:37 +08:00
#version 450 core
layout(binding = 0) uniform WorldMatrix
{
mat4 ortho;
mat4 projection;
mat4 modelview;
mat4 mvp;
vec4 view_pos;
} world;
layout(push_constant) uniform Consts {
mat4 local_to_world;
} pc;
layout(binding = 0) uniform sampler2D GB_Position;
layout(binding = 1) uniform sampler2D GB_Normal;
layout(binding = 2) uniform sampler2D GB_Color;
layout(location = 0) flat in uint FragmentTexID;
layout(location = 1) in vec2 FragmentTexCoord;
layout(location = 0) out vec4 FragColor;
void main()
{
FragColor=texture(GB_Normal,FragmentTexCoord);
}