16 lines
No EOL
316 B
GLSL
16 lines
No EOL
316 B
GLSL
#version 330
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in vec2 v_TexCoords;
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in vec4 v_Color;
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uniform vec4 Tint;
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uniform bool UseTexture;
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uniform sampler2D Texture;
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layout(location = 0) out vec4 color;
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void main() {
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color = vec4(v_TexCoords, 0, 1);
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return;
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color = v_Color * Tint;
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if (UseTexture) color = texture(Texture, v_TexCoords);
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} |