#version 450 | |
layout(location = 0) out vec4 FragColor; | |
layout(binding = 0) uniform sampler2D uTextures[2][3][1]; | |
layout(location = 0) flat in int vIndex; | |
layout(location = 1) in vec2 vUV; | |
void main() | |
{ | |
vec4 values3[2][3][1]; | |
for (int z = 0; z < 2; z++) | |
for (int y = 0; y < 3; y++) | |
for (int x = 0; x < 1; x++) | |
values3[z][y][x] = texture(uTextures[z][y][x], vUV); | |
FragColor = values3[1][2][0] + values3[0][2][0] + values3[vIndex + 1][2][vIndex]; | |
} |