procedural-3d-engine/data/shaders/descriptorindexing/descriptorindexing.frag
2019-06-10 13:07:48 +02:00

15 lines
No EOL
338 B
GLSL

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