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16 lines
262 B
GLSL
16 lines
262 B
GLSL
#version 330
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uniform sampler2D textureSampler;
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uniform vec4 vertColor;
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noperspective in vec2 texCoord;
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noperspective in vec4 quadColor;
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out vec4 FragClr;
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void main()
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{
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vec4 tex = texture(textureSampler, texCoord);
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FragClr = tex * quadColor * vertColor;
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}
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