23 lines
667 B
GLSL
23 lines
667 B
GLSL
#version 450
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#extension GL_EXT_samplerless_texture_functions : require
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layout (binding = 1) uniform sampler samp;
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layout (binding = 2) uniform texture2D albedoLeftTexture;
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layout (binding = 3) uniform texture2D albedoRightTexture;
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layout (location = 0) in vec2 inUv;
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layout (location = 0) out vec4 outAlbedoSpecular;
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layout( push_constant ) uniform PushBlock {
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uint pass;
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} PushConstant;
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void main() {
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if ( PushConstant.pass == 0 ) {
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outAlbedoSpecular.rgb = texture(sampler2D(albedoLeftTexture, samp), inUv).rgb;
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} else {
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outAlbedoSpecular.rgb = texture(sampler2D(albedoRightTexture, samp), inUv).rgb;
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}
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outAlbedoSpecular.a = 1;
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} |