#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() { outColor = vec4(fragColor.xyz + sceneData.ambientColor.xyz, 1.0f); //outColor = fragColor; //outColor = sceneData.ambientColor; }