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2023-04-14 23:38:34 +08:00
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
}