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16 lines
296 B
GLSL
16 lines
296 B
GLSL
#version 330
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uniform int isTextured;
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uniform sampler2D textureSampler;
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noperspective in vec2 texCoord;
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noperspective in vec4 vertColor;
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void main()
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{
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if(isTextured == 1) {
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vec4 tex = texture2D(textureSampler, texCoord);
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gl_FragColor = tex * vertColor;
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}
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else gl_FragColor = vertColor;
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} |