ddnet/data/shader/prim.frag

16 lines
266 B
GLSL

uniform sampler2D gTextureSampler;
noperspective in vec2 texCoord;
noperspective in vec4 vertColor;
out vec4 FragClr;
void main()
{
#ifdef TW_TEXTURED
vec4 tex = texture(gTextureSampler, texCoord);
FragClr = tex * vertColor;
#else
FragClr = vertColor;
#endif
}