Files
2026-09-16 14:07:40 +08:00

23 lines
493 B
GLSL

#version 450
layout (push_constant) uniform PushConstant
{
mat4 model;
uint samplerIndex;
} constant;
layout(set = 0, binding = 1) uniform sampler samplers[3];
layout(set = 1, binding = 0) uniform texture2D tex;
layout(location = 0) in vec4 fragColor;
layout(location = 1) in vec2 fragTexCoord;
layout(location = 0) out vec4 outColor;
void main()
{
outColor = texture(sampler2D(tex, samplers[constant.samplerIndex]), fragTexCoord) * fragColor;
if(outColor.a == 0)
discard;
}