glslang/Test/400.frag

14 lines
202 B
GLSL

#version 330 core
in vec2 c2D;
flat in int i;
out vec4 outp;
uniform sampler2D arrayedSampler[5];
void main()
{
vec4 v;
v = texture(arrayedSampler[i], c2D);
outp.x = gl_ClipDistance[1];
}