15 lines
330 B
GLSL
15 lines
330 B
GLSL
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#version 450
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layout(location = 0) in vec2 v_uv;
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layout(location = 0) out vec4 o_color;
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layout(set = 0, binding = 0) uniform MaterialUniform {
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vec4 color;
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} material;
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void main() {
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// simple uv-based gradient multiplied by uniform color
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vec3 grad = vec3(v_uv, 0.5);
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o_color = material.color * vec4(grad, 1.0);
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}
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