2 layout(location=0) in vec3 vIllumination;
4 layout( set = 0, binding = 1, std140 ) uniform FragData
10 layout( location = 0 ) out vec4 fragColor;
14 vec4 baseColor = vec4(mixColor, 1.0) * uColor;
15 fragColor = vec4( vIllumination.rgb * baseColor.rgb, baseColor.a );