LNXSDK/leenkx/Shaders/deferred_light_solid/deferred_light.frag.glsl

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2025-01-22 16:18:30 +01:00
#version 450
#include "compiled.inc"
#include "std/gbuffer.glsl"
uniform sampler2D gbuffer1;
in vec2 texCoord;
out vec4 fragColor;
void main() {
fragColor.rgb = textureLod(gbuffer1, texCoord, 0.0).rgb; // Basecolor.rgb
}