13 lines
218 B
GLSL
13 lines
218 B
GLSL
#version 460 core
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layout (location = 0) in vec4 tex_color;
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layout (location = 1) in vec2 tex_coord;
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out vec4 frag_color;
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uniform sampler2D tex;
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void main() {
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frag_color = texture(tex, tex_coord) * tex_color;
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}
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