ddnet/data/shader/tile_border.frag

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#ifdef TW_TILE_TEXTURED
#ifdef TW_TILE_3D_TEXTURED
uniform sampler3D gTextureSampler;
#else
uniform sampler2DArray gTextureSampler;
#endif
#endif
uniform vec4 gVertColor;
#ifdef TW_TILE_TEXTURED
noperspective in vec3 TexCoord;
#endif
out vec4 FragClr;
void main()
{
#ifdef TW_TILE_TEXTURED
vec3 realTexCoords = vec3(fract(TexCoord.xy), TexCoord.z);
vec2 dx = dFdx(TexCoord.xy);
vec2 dy = dFdy(TexCoord.xy);
vec4 tex = textureGrad(gTextureSampler, realTexCoords, dx, dy);
FragClr = tex * gVertColor;
#else
FragClr = gVertColor;
#endif
}