13 lines
180 B
GLSL
13 lines
180 B
GLSL
#version 330 core
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out vec4 FragColor;
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in vec3 ourColor;
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in vec2 TexCoord;
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uniform sampler2D tex0;
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void main()
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{
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FragColor = texture(tex0, TexCoord) * vec4(ourColor, 1.0);
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}
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