smrendererv3/SMCode/SM2D/Shader/ShaderFiles/basic.glsl
2021-03-17 19:39:29 +01:00

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286 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 = v_Color * Tint;
if (UseTexture) color *= texture(Texture, v_TexCoords);
color *= 1.2;
}