14 lines
356 B
GLSL
14 lines
356 B
GLSL
#version 440
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D frontSource;
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layout(binding = 2) uniform sampler2D backSource;
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void main() {
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fragColor = gl_FrontFacing
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? texture(frontSource, qt_TexCoord0)
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: texture(backSource, qt_TexCoord0);
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}
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