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Piotr Krygier b8fc36910f Replace MVP uniform buffer with push constants
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>
2026-02-10 14:34:11 +01:00

16 lines
466 B
GLSL

#version 450
#extension GL_EXT_nonuniform_qualifier : enable
layout(set = 0, binding = 1) uniform sampler2D texSampler[];
layout(location = 0) in vec3 fragColor;
layout(location = 1) in vec2 fragTexCoord;
layout(location = 2) in flat uint instanceTextureId;
layout(location = 0) out vec4 outColor;
void main() {
vec4 texturePixels = texture(texSampler[instanceTextureId], fragTexCoord);
outColor = vec4(fragColor * texturePixels.rgb, texturePixels.a);
}