@ctype mat4 mat4 @vs vs layout(binding=0) uniform vs_params { mat4 mvp; }; in vec4 position; in vec3 norm; in vec2 uv; out vec3 fs_norm; out vec2 fs_uv; void main() { gl_Position = mvp * position; fs_norm = norm; fs_uv = uv; } @end @fs fs layout(binding=0) uniform texture2D tex; layout(binding=0) uniform sampler smp; in vec3 fs_norm; in vec2 fs_uv; out vec4 frag_color; void main() { frag_color = texture(sampler2D(tex, smp), fs_uv); // frag_color = vec4(fs_norm * 0.5 + 0.5, 1.0); // vec2 uv = fs_uv * 0.5 + 0.5; // frag_color = vec4(uv, 0.0, 1.0); } @end @program obj vs fs