23 lines
628 B
GLSL
23 lines
628 B
GLSL
#version 450
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layout (binding = 1) uniform sampler3D samplerColor;
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layout (location = 0) in vec2 inUv;
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layout (location = 1) in vec4 inColor;
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layout (location = 2) in vec3 inNormal;
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layout (location = 3) in vec3 inPosition;
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layout (location = 0) out vec4 outAlbedoSpecular;
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layout (location = 1) out vec4 outNormal;
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layout (location = 2) out vec4 outPosition;
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layout (binding = 2) uniform UBO {
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float slice;
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} ubo;
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void main() {
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outAlbedoSpecular.rgb = vec3(texture(samplerColor, vec3(inUv,ubo.slice)).r);
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outAlbedoSpecular.a = 1;
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outNormal = vec4(inNormal,1);
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outPosition = vec4(inPosition,1);
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} |