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inferno/assets/glsl/lightsource.frag

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;
}