raylib/examples/models/resources/shaders/glsl100/skinning.fs

20 lines
444 B
GLSL

#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
void main()
{
// Fetch color from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord);
// Calculate final fragment color
gl_FragColor = texelColor*colDiffuse*fragColor;
}