SHADE_Y3/Assets/Shaders/ParticleRounded_FS.glsl

28 lines
548 B
GLSL

#version 460 core
#extension GL_EXT_nonuniform_qualifier : require
layout (location = 0) out vec4 fragColor;
layout (set = 0, binding = 1) uniform sampler2D textures[]; // for textures (global)
// between shader stages
layout(location = 0) in struct
{
vec2 uv; // location = 0
} In;
// material stuff
layout(location = 1) flat in struct
{
uint textureIndex;
vec4 color;
} InFlat;
void main ()
{
fragColor = vec4 (texture(textures [nonuniformEXT(InFlat.textureIndex)], In.uv)) * InFlat.color;
if (fragColor.a < 0.01f)
discard;
}