15 lines
338 B
GLSL
15 lines
338 B
GLSL
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#version 450
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#extension GL_EXT_nonuniform_qualifier : require
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layout (set = 0, binding = 1) uniform sampler2D textures[];
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layout (location = 0) in vec2 inUV;
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layout (location = 1) flat in int inTexIndex;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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outFragColor = texture(textures[nonuniformEXT(inTexIndex)], inUV);
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}
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