#version 460 precision highp float; #define AlbedoTexture u_texture0 #define NormalTexture u_texture1 #define MetallicTexture u_texture2 #define RoughnessTexture u_texture3 #define OcclusionTexture u_texture4 #define EmissionTexture u_texture5 #define HeightTexture u_texture6 #define CubemapTexture u_texture7 #define IrradianceTexture u_texture8 #define PrefilterTexture u_texture9 #define BRDFTexture u_texture10 in vec2 v_uv0; in vec2 v_uv1; layout(location = 0) out vec4 FragColor; uniform sampler2D u_texture0; uniform sampler2D u_texture1; uniform sampler2D u_texture2; uniform sampler2D u_texture3; uniform sampler2D u_texture4; uniform sampler2D u_texture5; uniform sampler2D u_texture6; uniform sampler2D u_texture7; uniform sampler2D u_texture8; uniform sampler2D u_texture9; uniform sampler2D u_texture10; void main() { FragColor = texture(AlbedoTexture, v_uv0); }