2023-04-02 08:46:02 +00:00
|
|
|
#version 450
|
|
|
|
|
|
|
|
// shader input
|
|
|
|
layout(location = 0) in vec4 fragColor;
|
|
|
|
|
|
|
|
// output write
|
|
|
|
layout(location = 0) out vec4 outColor;
|
|
|
|
|
|
|
|
layout(set = 0, binding = 1) uniform SceneData{
|
|
|
|
vec4 fogColor; // w is for exponent
|
|
|
|
vec4 fogDistances; //x for min, y for max, zw unused.
|
|
|
|
vec4 ambientColor;
|
|
|
|
vec4 sunlightDirection; //w for sun power
|
|
|
|
vec4 sunlightColor;
|
|
|
|
} sceneData;
|
|
|
|
|
|
|
|
void main() {
|
2023-04-12 11:41:00 +00:00
|
|
|
//outColor = vec4(fragColor.xyz + sceneData.ambientColor.xyz, 1.0f);
|
2023-04-19 13:38:54 +00:00
|
|
|
//outColor = sceneData.ambientColor;
|
|
|
|
outColor = fragColor;
|
2023-04-02 08:46:02 +00:00
|
|
|
}
|