20 lines
521 B
GLSL
20 lines
521 B
GLSL
#version 430
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layout (binding = 0) uniform sampler2D texture1;
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layout (binding = 1) uniform sampler2D texture2;
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layout (binding = 2) uniform sampler2D texture3;
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smooth in vec2 tex_coords;
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flat in vec4 color_part;
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in float type;
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out vec4 FragColor;
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void main()
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{
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FragColor = texture2D(texture1, tex_coords) * color_part * float(abs(type - 1.0) < 0.1)
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+ texture2D(texture2, tex_coords) * color_part * float(abs(type - 2.0) < 0.1)
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+ texture2D(texture3, tex_coords) * color_part * float(abs(type - 3.0) < 0.1);
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}
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