1 | | ## VertexShader |
| 1 | == Vertex Shader |
| 2 | {{{#!glsl |
| 3 | #version 450 |
| 4 | |
| 5 | #extension GL_ARB_separate_shader_objects : enable |
| 6 | #extension GL_ARB_shading_language_420pack : enable |
| 7 | |
| 8 | layout (location = 0) in vec4 inPos; |
| 9 | layout (location = 1) in vec2 inUV; |
| 10 | |
| 11 | struct Instance |
| 12 | { |
| 13 | mat4 model; |
| 14 | vec4 arrayIndex; |
| 15 | }; |
| 16 | |
| 17 | layout (binding = 0) uniform UBO |
| 18 | { |
| 19 | mat4 projection; |
| 20 | mat4 view; |
| 21 | Instance instance[8]; |
| 22 | } ubo; |
| 23 | |
| 24 | layout (location = 0) out vec3 outUV; |
| 25 | |
| 26 | void main() |
| 27 | { |
| 28 | outUV = vec3(inUV, ubo.instance[gl_InstanceIndex].arrayIndex.x); |
| 29 | mat4 modelView = ubo.view * ubo.instance[gl_InstanceIndex].model; |
| 30 | gl_Position = ubo.projection * modelView * inPos; |
| 31 | } |
| 32 | }}} |
| 33 | |
| 34 | == Fragment Shader |
| 35 | {{{#!glsl |
| 36 | #version 450 |
| 37 | |
| 38 | #extension GL_ARB_separate_shader_objects : enable |
| 39 | #extension GL_ARB_shading_language_420pack : enable |
| 40 | |
| 41 | layout (binding = 1) uniform sampler2DArray samplerArray; |
| 42 | |
| 43 | layout (location = 0) in vec3 inUV; |
| 44 | |
| 45 | layout (location = 0) out vec4 outFragColor; |
| 46 | |
| 47 | void main() |
| 48 | { |
| 49 | outFragColor = texture(samplerArray, inUV); |
| 50 | } |
| 51 | }}} |