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

19 lines
712 B
GLSL

#version 450
#extension GL_EXT_nonuniform_qualifier : require
layout(set = 0, binding = 1) uniform sampler s_sampler;
layout(set = 0, binding = 3) uniform texture2D s_images[];
layout(location = 0) in flat uint meshIdx;
layout(location = 1) in vec2 uv_albedo;
layout(location = 2) in vec2 uv_light;
layout(location = 0) out vec4 outColor;
void main()
{
//outColor = texture(sampler2D(s_images[nonuniformEXT(meshIdx)], s_sampler), uv);
//outColor = texture(sampler2D(s_images[0], s_sampler), uv_albedo);
outColor = texture(sampler2D(s_images[1], s_sampler), uv_light);
//outColor = texture(sampler2D(s_images[0], s_sampler), uv_albedo) * texture(sampler2D(s_images[1], s_sampler), uv_light);
}