addMips_optimized.frag 199 B

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  1. #version 150
  2. out vec3 a_color;
  3. noperspective in vec2 v_texCoords;
  4. uniform sampler2D u_texture;
  5. uniform int u_mip;
  6. void main ()
  7. {
  8. a_color = textureLod (u_texture, v_texCoords, float(u_mip)).xyz;
  9. }