project-aster/samples/03_model_render/shader/model.frag.glsl

17 lines
412 B
GLSL

#version 450
#pragma shader_stage(fragment)
#extension GL_EXT_nonuniform_qualifier : enable
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outColor;
layout(set = 0, binding = 1) uniform sampler2D textures[];
layout(push_constant) uniform Block {
uint textureHandle;
uint vertexBufferHandle;
};
void main() {
outColor = vec4(texture(textures[textureHandle], inUV).rgb, 1.0f);
}