procedural-3d-engine/data/shaders/texturemipmapgen/texture.frag

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566 B
GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (set = 0, binding = 1) uniform texture2D textureColor;
layout (set = 0, binding = 2) uniform sampler samplers[3];
layout (location = 0) in vec2 inUV;
layout (location = 1) in float inLodBias;
layout (location = 2) in float inSamplerIndex;
layout (location = 0) out vec4 outFragColor;
void main()
{
highp int samplerIndex = int(inSamplerIndex);
outFragColor = texture(sampler2D(textureColor, samplers[samplerIndex]), inUV, inLodBias);
}