ddnet/data/shader/primex.frag

20 lines
356 B
GLSL

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