<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // standardDrawTexture.frag // fragment shader // // Created by Sam Gateau on 6/10/15. // Copyright 2015 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // <@include gpu/ShaderConstants.h@> // the texture LAYOUT(binding=0) uniform sampler2D colorMap; layout(location=GPU_ATTR_POSITION) in vec3 varPosition; layout(location=GPU_ATTR_NORMAL) in vec3 varNormal; layout(location=GPU_ATTR_TEXCOORD0) in vec2 varTexCoord0; layout(location=GPU_ATTR_COLOR) in vec4 varColor; layout(location=0) out vec4 outFragColor; void main(void) { vec4 color = texture(colorMap, varTexCoord0); outFragColor = color * varColor; }