raylib/shaders/gl330/template.fs

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#version 330
in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
// NOTE: Add here your custom variables
void main()
{
vec4 texelColor = texture2D(texture0, fragTexCoord);
// NOTE: Implement here your fragment shader code
fragColor = texelColor*tintColor;
}