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PCG_6/shaders/light.frag

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GLSL
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2026-03-28 22:36:32 +01:00
#version 460 core
layout (binding = 1, std140) uniform Light {
uniform vec4 light_color;
uniform vec3 light_pos;
uniform vec3 camera_pos;
};
out vec4 f_color;
void main() {
f_color = light_color;
}