#version 450 #extension GL_ARB_separate_shader_objects : enable #ifdef TW_TEXTURED layout (binding = 0) uniform sampler2DArray gTextureSampler; #endif layout (location = 0) noperspective in vec4 oVertColor; #ifdef TW_TEXTURED layout (location = 1) noperspective in vec3 oTexCoord; #endif layout (location = 0) out vec4 FragClr; void main() { #ifdef TW_TEXTURED vec4 TexColor = texture(gTextureSampler, oTexCoord.xyz).rgba; FragClr = TexColor.rgba * oVertColor.rgba; #else FragClr = oVertColor.rgba; #endif }