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I' testing mix of 2 textures, but only the first one is used.
In the ressource manager both are displayed and binding is 0 and 1.
But in this simple fragment shader:
I' testing mix of 2 textures, but only the first one is used.
In the ressource manager both are displayed and binding is 0 and 1.
But in this simple fragment shader:
uniform sampler2D tex0;
uniform sampler2D tex1;
..
vec2 uv = gl_FragCoord.xy/uResolution;
vec4 color0 = texture(tex0, uv);
vec4 color1 = texture(tex1, uv);
only the first one is used.
Thanks
Ralf
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