2025-07-24 20:58:56 -04:00

11 lines
326 B
GLSL

#version 450
#extension GL_EXT_mesh_shader : require
in VertexInput { layout(location = 0) vec4 color; }
vertexInput;
layout(location = 1) perprimitiveEXT in PrimitiveInput { vec4 colorMask; }
primitiveInput;
layout(location = 0) out vec4 fragColor;
void main() { fragColor = vertexInput.color * primitiveInput.colorMask; }