22 lines
528 B
GLSL
22 lines
528 B
GLSL
layout(location = 0) in vec4 f_color;
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layout(location = 1) in vec2 f_uv;
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layout(location = 2) flat in int f_sampler_index;
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#ifdef BIND_TEXTURES_AT_ONCE
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layout(binding = 0) uniform sampler2D f_tex[SAMPLER_SIZE];
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#else
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layout(binding = 0) uniform sampler2D f_tex;
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#endif
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layout(location = 0) out vec4 o_color;
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void main()
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{
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#ifdef BIND_TEXTURES_AT_ONCE
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vec4 tex_color = texture(f_tex[GE_SAMPLE_TEX_INDEX(f_sampler_index)], f_uv);
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#else
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vec4 tex_color = texture(f_tex, f_uv);
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#endif
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o_color = tex_color * f_color;
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}
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