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- #version 430 core
- noperspective in vec2 v_texCoords;
- out vec4 fragColor;
- layout(binding = 0) uniform sampler2D u_roughness;
- layout(binding = 1) uniform sampler2D u_metallic;
- layout(binding = 2) uniform sampler2D u_ambient;
- void main()
- {
- float metallic = texture(u_metallic, v_texCoords).r;
- float roughness = texture(u_roughness, v_texCoords).r;
- float ambient = texture(u_ambient, v_texCoords).r;
- fragColor = vec4(roughness, metallic, ambient, 1);
- }
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