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