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authorFrederico Linhares <fred@linhares.blue>2022-12-21 14:46:09 -0300
committerFrederico Linhares <fred@linhares.blue>2022-12-23 11:08:59 -0300
commit1cd2d838bf1682e125d52d12ac6f2960df65c7e0 (patch)
tree6e2ae0881b826f94a99b90dc5478a96c85c6d043 /glsl/shader_2d_wired.frag.glsl
parent993d033617eaeb582e0e5f0525fa51e1c83893da (diff)
refa Merge Rectangle into Vector4D
Diffstat (limited to 'glsl/shader_2d_wired.frag.glsl')
-rw-r--r--glsl/shader_2d_wired.frag.glsl11
1 files changed, 7 insertions, 4 deletions
diff --git a/glsl/shader_2d_wired.frag.glsl b/glsl/shader_2d_wired.frag.glsl
index 0671223..569b950 100644
--- a/glsl/shader_2d_wired.frag.glsl
+++ b/glsl/shader_2d_wired.frag.glsl
@@ -15,16 +15,19 @@
*/
#version 450
+#extension GL_ARB_separate_shader_objects : enable
+
+layout(location = 0) in flat int in_instance_index;
layout(location = 0) out vec4 out_color;
-layout(set = 1, binding = 0) uniform UBOModel2D
+layout(set = 1, binding = 1) uniform UBOColors
{
- vec3 color;
-} ubo_model_2d;
+ vec3 colors[128];
+} ubo_colors;
void
main()
{
- out_color = vec4(ubo_model_2d.color, 1.0);
+ out_color = vec4(ubo_colors.colors[in_instance_index], 1.0);
}