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authorLibravatar Malte Veerman <malte.veerman@gmail.com>2020-01-13 15:33:12 +0100
committerLibravatar Héctor Ramón Jiménez <hector0193@gmail.com>2020-02-25 13:26:50 +0100
commit2f77a6bf5ac1b657c1f54ea0b589b1e115b95e6b (patch)
tree36ac71c22c829ce18c7197870943c9b9b8842d67 /wgpu/src/shader/image.frag
parent8562a4c986ff48d478be794c8c4268047a9a57d7 (diff)
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Use array of atlases instead of one growing indefinitely.
Diffstat (limited to 'wgpu/src/shader/image.frag')
-rw-r--r--wgpu/src/shader/image.frag6
1 files changed, 3 insertions, 3 deletions
diff --git a/wgpu/src/shader/image.frag b/wgpu/src/shader/image.frag
index e35e455a..2809e9e6 100644
--- a/wgpu/src/shader/image.frag
+++ b/wgpu/src/shader/image.frag
@@ -1,12 +1,12 @@
#version 450
-layout(location = 0) in vec2 v_Uv;
+layout(location = 0) in vec3 v_Uv;
layout(set = 0, binding = 1) uniform sampler u_Sampler;
-layout(set = 1, binding = 0) uniform texture2D u_Texture;
+layout(set = 1, binding = 0) uniform texture2DArray u_Texture;
layout(location = 0) out vec4 o_Color;
void main() {
- o_Color = texture(sampler2D(u_Texture, u_Sampler), v_Uv);
+ o_Color = texture(sampler2DArray(u_Texture, u_Sampler), v_Uv);
}