16 lines
439 B
GLSL
16 lines
439 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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vec4 texColor = texture2D(texture_, fragTex);
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if(texColor.a == 0.0) discard;
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gl_FragColor = texColor * color;
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}
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