18 lines
333 B
GLSL
18 lines
333 B
GLSL
#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;
|
|
}
|