Moved from material abstraction to pipeline abstraction, need to implement bindless textures\n
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				| @ -1,12 +1,10 @@ | ||||
| #version 450 | ||||
| 
 | ||||
| layout(set = 2, binding = 0) uniform sampler2D texSampler; | ||||
| 
 | ||||
| layout(location = 0) in vec3 fragColor; | ||||
| layout(location = 1) in vec2 fragTex; | ||||
| 
 | ||||
| layout(location = 0) out vec4 outColor; | ||||
| 
 | ||||
| void main() { | ||||
|     outColor = texture(texSampler, fragTex); | ||||
|     outColor = vec4(fragTex, 1.0, 1.0); | ||||
| } | ||||
|  | ||||
											
												
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