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- #version 430 core
- #extension GL_ARB_bindless_texture: require
- layout (location = 0) out vec4 out_color;
- layout(binding = 0) uniform sampler2D u_texture;
- in vec2 v_uv;
- in float v_color;
- in flat uvec2 v_textureSampler;
- void main()
- {
- //vec4 textureColor = texture(u_texture, v_uv);
-
- vec4 textureColor = texture(sampler2D(v_textureSampler), v_uv);
-
- if(textureColor.a < 0.1){discard;}
- out_color = vec4(textureColor.rgb*v_color,textureColor.a);
- }
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