smrendererv3/SMCode/SM2D/Shader/ShaderFiles/basic.glsl

16 lines
No EOL
316 B
GLSL

#version 330
in vec2 v_TexCoords;
in vec4 v_Color;
uniform vec4 Tint;
uniform bool UseTexture;
uniform sampler2D Texture;
layout(location = 0) out vec4 color;
void main() {
color = vec4(v_TexCoords, 0, 1);
return;
color = v_Color * Tint;
if (UseTexture) color = texture(Texture, v_TexCoords);
}