SFML/examples/vulkan/resources/shader.frag

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#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(binding = 1) uniform sampler2D texSampler;
layout(location = 0) in vec4 fragColor;
layout(location = 1) in vec2 fragTexCoord;
layout(location = 0) out vec4 outColor;
void main() {
outColor = fragColor * texture(texSampler, fragTexCoord);
if (outColor.a < 0.5)
discard;
}