ScreenLockDetector/shaders/geometry.frag

19 lines
362 B
GLSL

#version 450
layout(location = 0) in vec4 fragColor;
layout(location = 1) in vec2 fragTexCoord;
layout(location = 0) out vec4 outColor;
layout(binding = 0) uniform UniformBufferObject {
float time;
vec2 resolution;
float rotation;
float wavePhase;
} ubo;
void main() {
// Simple pass-through with vertex color
outColor = fragColor;
}