COSC-3P98-Assigment-3/include/shaders/fragment.frag

24 lines
424 B
GLSL

#ifdef __cplusplus
#include <string>
std::string shader_frag = R"("
#version 460
precision mediump float;
in vec2 uv_;
in float index;
out vec4 out_color;
uniform mediump sampler2DArray texture_array;
void main() {
//out_color = vec4(uv_, 0.0, 1.0);
out_color = texture(texture_array, vec3(uv_, index));
// discard disables early depth testing!
//if (out_color.a < 0.1)
// discard;
}
")";
#endif