//glsl version 4.5 #version 450 //shader input layout (location = 0) in vec4 inColor; layout (location = 1) in vec2 texCoord; //output write layout (location = 0) out vec4 outFragColor; 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; layout(set = 2, binding = 0) uniform sampler2D tex1; void main() { // Flip y coordinate of UVs to fix display float y = texCoord.y * -1; vec3 color = texture(tex1, vec2(texCoord.x ,y)).xyz; outFragColor = vec4(color, inColor.w); }