b8fc36910f
UBO should be used for large data. MVP should be push constants, since it's a small amount of data updated every frame Signed-off-by: Piotr Krygier <piotrkrygier@everyonecancode@xyz>
16 lines
466 B
GLSL
16 lines
466 B
GLSL
#version 450
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#extension GL_EXT_nonuniform_qualifier : enable
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layout(set = 0, binding = 1) uniform sampler2D texSampler[];
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layout(location = 0) in vec3 fragColor;
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layout(location = 1) in vec2 fragTexCoord;
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layout(location = 2) in flat uint instanceTextureId;
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layout(location = 0) out vec4 outColor;
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void main() {
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vec4 texturePixels = texture(texSampler[instanceTextureId], fragTexCoord);
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outColor = vec4(fragColor * texturePixels.rgb, texturePixels.a);
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}
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