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@ -1,15 +1,20 @@ |
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#version 330 |
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#version 330 |
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// Input vertex attributes (from vertex shader) |
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in vec2 fragTexCoord; |
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in vec2 fragTexCoord; |
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in vec4 fragColor; |
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in vec4 fragColor; |
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// Input uniform values |
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uniform sampler2D texture0; |
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uniform sampler2D texture0; |
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uniform vec4 colDiffuse; |
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uniform vec4 colDiffuse; |
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// Output fragment color |
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out vec4 finalColor; |
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void main() |
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void main() |
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{ |
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{ |
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vec4 texelColor = texture2D(texture0, fragTexCoord); |
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vec4 texelColor = texture(texture0, fragTexCoord); |
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gl_FragColor = texelColor*colDiffuse*fragColor; |
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gl_FragDepth = 1.0 - gl_FragCoord.z; |
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finalColor = texelColor*colDiffuse*fragColor; |
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gl_FragDepth = 1.0 - finalColor.z; |
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} |
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} |