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#version 330 core
in vec2 TexCoords;
flat in int Index;
uniform sampler2DArray TextureAtlas;
uniform int TextureMap[32];
uniform vec3 TextColor;
out vec4 FragColor;
void main() {
int TextureId = TextureMap[Index];
vec3 TextureIndexCoords = vec3(TexCoords.xy, TextureId);
vec4 sampled = vec4(1.0, 1.0, 1.0, texture(TextureAtlas, TextureIndexCoords).r);
FragColor = sampled * vec4(TextColor, 1);
};
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