fragment.fs 340 B

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  1. #version 430
  2. layout (binding = 0) uniform sampler3D noiseSamp;
  3. layout (binding = 1) uniform sampler3D textureSamp;
  4. uniform float height;
  5. in vec3 varTextureG;
  6. in vec3 varNormalG;
  7. out vec4 color;
  8. void main(void) {
  9. //vec3 f = texture(textureSamp, (varTextureG + vec3(0.0, height, 0.0)) * 8.0).xyz;
  10. color = vec4(varNormalG, 1.0);
  11. }