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