#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); | |
} | |