* Added optional GPU skinning * Added skinned bone matrices support for different file formats. * Moved new shader locations to end of enum to avoid breaking existing examples. Added gpu skinning on drawing of instanced meshes. * Added GPU skinning example. * Removed variable declaration to avoid shadowing warning.
17 lines
343 B
GLSL
17 lines
343 B
GLSL
#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Output fragment color
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out vec4 finalColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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void main()
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{
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vec4 texelColor = texture(texture0, fragTexCoord);
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finalColor = texelColor*colDiffuse*fragColor;
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}
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