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