David Gonzalez Martin e499826c1f Bindless textures
2024-11-30 20:14:07 -06:00

20 lines
448 B
GLSL

#version 450
#extension GL_EXT_nonuniform_qualifier : require
//shader input
layout (location = 0) in vec4 in_color;
layout (location = 1) in vec2 in_uv;
layout (location = 2) in flat uint texture_index;
//output write
layout (location = 0) out vec4 out_frag_color;
layout(set = 0, binding = 0) uniform sampler2D textures[];
void main()
{
vec4 sampled = texture(textures[texture_index], in_uv);
out_frag_color = in_color * sampled;
}