model_extractor/shaders/base.frag
2025-05-13 15:33:42 +02:00

15 lines
No EOL
276 B
GLSL

#version 460
layout (location = 3) uniform vec4 color;
in vec4 pos;
//in vec3 normal;
//in vec2 uv;
out vec4 out_color;
void main() {
//vec3 norm = normalize(normal);
//out_color = vec4(dot(normalize(-pos.xyz), norm) * color.rgb, color.a);
out_color = color;
}