David Gonzalez Martin be2de1d672 Render a texture
2024-11-10 08:48:46 -06:00

16 lines
282 B
GLSL

#version 450
#extension GL_EXT_nonuniform_qualifier : require
layout(location = 0) flat in int Index;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 0) uniform UBO
{
vec4 v;
} ubos[];
void main()
{
FragColor = ubos[nonuniformEXT(Index)].v;
}