| #version 450 core | |
| layout (location = 0) out vec4 FragColor; | |
| layout (location = 0) in Vertex | |
| { | |
| vec4 color; | |
| vec3 worldSpacePos; | |
| vec3 worldSpaceNorm; | |
| vec2 texCoord1; | |
| flat int cameraIndex; | |
| } fs_in; | |
| layout (binding = 1) uniform sampler2D t0; | |
| void main() | |
| { | |
| FragColor = texture(t0, fs_in.texCoord1); | |
| } | |