19 lines
No EOL
466 B
GLSL
19 lines
No EOL
466 B
GLSL
#version 450
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const int MAX_TEXTURES = 128;
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layout(location = 0) in vec2 inUV;
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layout(location = 0) out vec4 outColor;
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layout(push_constant) uniform pc {
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layout(offset = 24) uint textureIndex;
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} push_constants;
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layout(set = 1, binding = 0) uniform sampler2D spriteTextures[MAX_TEXTURES];
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void main() {
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vec4 tex = texture(spriteTextures[push_constants.textureIndex], inUV);
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outColor = tex;
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if(outColor.a >= 0.9 || outColor.a <= 0.001){discard;}
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} |