#version 430 layout (binding = 0) uniform sampler2D Texture; uniform int MaxMipMap; in VertexData{ vec2 TextureCoordinate; }Input; out vec4 fragmentColor; void main() { vec4 result = vec4(0.0, 0.0, 0.0, 0.0); for(int i = 0; i < MaxMipMap; i++) { result += textureLod(Texture, Input.TextureCoordinate, i); } fragmentColor = result; }