#version 450
#extension GL_EXT_nonuniform_qualifier : enable
layout (location=0) out vec4 theColour;
layout (location=0) in flat uint texture_id;
layout (location=1) in vec2 uv;
layout (set=1, binding=0) uniform sampler2D texturesamplers[];
readonly layout (set=2, binding=0) buffer StorageBufferObject {
float num_directional;
float num_point;
vec3 data[];
} sbo;
struct DirectionalLight{
vec3 direction_to_light;
vec3 irradiance;
};
struct PointLight{
vec3 position;
vec3 luminous_flux;
};
void main() {
theColour = texture(texturesamplers[texture_id], uv);
}