#version 460 layout (location = 0) noperspective in vec3 inTexCoord; layout (location = 1) flat in vec4 inFrontPal; layout (location = 2) flat in vec4 inBackPal; layout (location = 0) out vec4 outColor; layout (binding = 0) uniform sampler2DArray tileset; void main() { float value = texture(tileset, inTexCoord).r; outColor = mix(inBackPal, inFrontPal, value); }