15 lines
420 B
GLSL
15 lines
420 B
GLSL
#version 450
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layout(binding = 1) uniform sampler2D texture_sampler;
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layout(binding = 2) uniform sampler2D texture_sampler2;
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layout(location = 0) in vec3 frag_color;
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layout(location = 1) in vec2 frag_tex_coord;
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layout(location = 2) in vec2 frag_tex_coord2;
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layout(location = 0) out vec4 out_color;
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void main() {
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out_color = texture(texture_sampler, frag_tex_coord) * texture(texture_sampler2, frag_tex_coord2);
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}
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