v/shaders/triangle.frag
2026-02-18 09:02:41 +01:00

17 lines
430 B
GLSL

#version 460
#extension GL_EXT_nonuniform_qualifier : require
layout(set = 0, binding = 0) uniform sampler2D texSamplers[];
layout(location = 0) in vec2 uv;
layout(location = 1) in vec4 color;
layout(location = 2) in float alpha;
layout(location = 3) in flat uint tex_id;
layout(location = 0) out vec4 out_color;
void main() {
// outColor = texture(texSamplers[nonuniformEXT(tex_id)], uv) * color;
out_color = color;
}