smrendererv3/SMCode/SM2D/Light/light.frag
2020-12-13 16:13:00 +01:00

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183 B
GLSL

#version 330
in vec2 vTexture;
vec4 GetRenderColor();
uniform vec4 Ambient = vec4(1);
layout(location = 0) out vec4 color;
void main() {
color = GetRenderColor() * Ambient;
}