raylib/shaders/glsl330/template.fs

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#version 330
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// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
void main()
{
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// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord);
// NOTE: Implement here your fragment shader code
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finalColor = texelColor*fragTintColor;
}