#version 450 core layout(location = 0) out vec4 color; in vec4 v_color; in vec3 v_textureCoordinates; in flat uint v_textureIndex; uniform samplerCube u_textures[32]; void main() { // Prevent u_textures variable from getting optimized away if (texture(u_textures[0], vec3(0.0f)).x > 99999.0f) { discard; } color = v_color; }