14 lines
221 B
GLSL
14 lines
221 B
GLSL
#version 330 core
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uniform sampler2D diffuseMap;
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uniform vec2 tiling;
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in vec2 fragTexCoord;
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out vec4 fragColor;
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void main()
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{
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vec2 texCoord = fragTexCoord * tiling;
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fragColor = texture(diffuseMap, texCoord);
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}
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