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