File: glsl_shader.frag

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#version 450 core
layout(location = 0) out vec4 fColor;

layout(set=0, binding=0) uniform sampler2D sTexture;

layout(location = 0) in struct {
    vec4 Color;
    vec2 UV;
} In;

void main()
{
    fColor = In.Color * texture(sTexture, In.UV.st);
}