16 lines
298 B
GLSL

#version 430
layout (binding = 0) uniform sampler3D densities;
layout (binding = 1) uniform sampler2D albedo;
layout (binding = 2) uniform sampler2D bump;
in vec3 varTextureG;
in vec2 varUV;
out vec4 color;
void main(void) {
vec3 f = texture(albedo, varUV).rgb;
color = vec4(f, 1.0);
}