ddnet/data/shader/spritemulti.frag

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GLSL
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uniform sampler2D gTextureSampler;
uniform vec4 gVerticesColor;
noperspective in vec2 texCoord;
noperspective in vec4 vertColor;
out vec4 FragClr;
void main()
{
vec4 tex = texture(gTextureSampler, texCoord);
FragClr = tex * vertColor * gVerticesColor;
}