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