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