gedeng/Shader/terrain.fs

15 lines
277 B
GLSL

#version 430
in PipelineData {
vec4 position;
vec2 texture_coordinate;
} fs_in;
layout (binding = 0) uniform sampler2D heightmap;
out vec4 color;
void main() {
vec4 diffuse_texel = texture(heightmap, fs_in.texture_coordinate);
color = vec4(diffuse_texel);
}