22 lines
360 B
GLSL
22 lines
360 B
GLSL
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#ifdef UNIFORM_ID
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uniform uint id;
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#else
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flat in vec4 id;
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#endif
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out vec4 fragColor;
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void main()
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{
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#ifdef UNIFORM_ID
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fragColor = vec4(
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((id ) & uint(0xFF)) * (1.0f / 255.0f),
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((id >> 8) & uint(0xFF)) * (1.0f / 255.0f),
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((id >> 16) & uint(0xFF)) * (1.0f / 255.0f),
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((id >> 24) ) * (1.0f / 255.0f));
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#else
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fragColor = id;
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#endif
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}
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