#version 460 core //-------------------------------------------------------------------------------------- // Globals //-------------------------------------------------------------------------------------- layout(std140, binding = 2) uniform cbObjectColors { vec4 g_vDiffuseObjectColor; vec4 g_vAmbientObjectColor; bool g_bHasTexture; }; // interpolated values from vertex shader in vec2 uv; in vec4 diffuse; // output data out vec4 color; uniform sampler2D texture_sampler; void main() { if (g_bHasTexture) color = texture(texture_sampler, uv) * diffuse; else color = diffuse; }