1#version 450 core 2 3layout (location = 0) out vec4 FragColor; 4 5layout (location = 0) in Vertex 6{ 7 vec4 color; 8 vec3 worldSpacePos; 9 vec3 worldSpaceNorm; 10 vec2 texCoord1; 11 flat int cameraIndex; 12} fs_in; 13 14layout (binding = 1) uniform sampler2D t0; 15 16void main() 17{ 18 FragColor = texture(t0, fs_in.texCoord1); 19} 20 21