engine/bin/data/shaders/display.blit.frag.glsl
2020-09-20 00:00:00 -05:00

23 lines
667 B
GLSL

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