14 lines
401 B
GLSL
14 lines
401 B
GLSL
//-----------------------------------------------------------------------------
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// Indexed Mesh rendering shader
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//
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// Copyright 2016 Aleksey Egorov
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//-----------------------------------------------------------------------------
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uniform vec4 color;
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uniform sampler2D texture;
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varying vec2 fragTex;
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void main() {
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gl_FragColor = vec4(color.rgb, color.a * texture2D(texture, fragTex).TEX_ALPHA);
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}
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