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14 lines
259 B
GLSL
14 lines
259 B
GLSL
uniform sampler2D gTextureSampler;
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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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vec4 tex = texture(gTextureSampler, texCoord);
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FragClr = tex * vertColor * gVerticesColor;
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}
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