Orange/src/Orange/Render/Shaders/fs_Mesh.frag

15 lines
384 B
GLSL

#version 450
#extension GL_EXT_nonuniform_qualifier : enable
layout(set = 0, binding = 1) uniform sampler s_sampler;
layout(set = 0, binding = 2) uniform texture2D s_images[];
layout(location = 0) in flat int id;
layout(location = 1) in vec2 uv;
layout(location = 0) out vec4 outColor;
void main()
{
outColor = texture(sampler2D(s_images[nonuniformEXT(id)], s_sampler), uv);
}