#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; /* vec4 texel0 = textureLod(Texture, Input.TextureCoordinate, 0); vec4 texel1 = textureLod(Texture, Input.TextureCoordinate, 1); vec4 texel2 = textureLod(Texture, Input.TextureCoordinate, 2); vec4 texel3 = textureLod(Texture, Input.TextureCoordinate, 3); vec4 texel4 = textureLod(Texture, Input.TextureCoordinate, 4); fragmentColor = texel0 + texel1 + texel2 + texel3 + texel4;*/ }