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31 lines
496 B
GLSL
31 lines
496 B
GLSL
#shader vertex
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#version 460 core
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec2 UV;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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out sample vec2 a_UV;
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void main()
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{
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a_UV = UV;
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gl_Position = projection * view * model * vec4(Position, 1.0);
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}
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#shader fragment
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#version 460 core
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out vec4 FragColor;
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in vec2 a_UV;
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uniform sampler2D gizmo_texture;
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void main()
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{
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vec4 px_color = texture(gizmo_texture, a_UV).rgba;
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FragColor = px_color;
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} |