Files

15 lines
295 B
GLSL

#version 300 es
precision highp float;
precision highp sampler2DArray;
in vec2 vTexCoord;
out vec4 fragColor;
uniform sampler2DArray uTexArray;
uniform int uLayer;
void main() {
float value = texture(uTexArray, vec3(vTexCoord, float(uLayer))).r;
fragColor = vec4(vec3(value), 1.0);
}