gutter_runner/assets/shaders/light_ps.glsl

23 lines
407 B
GLSL

#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// in vec3 worldPosition;
// in vec3 worldNormal;
// Input uniform values
// uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add your custom variables here
void main()
{
finalColor = vec4(colDiffuse.rgb, colDiffuse.a * fragColor.x);
}