Renderer/shaders/frag.glsl
2026-02-15 17:53:50 +11:00

39 lines
884 B
GLSL

#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);
}