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| author | raysan5 <[email protected]> | 2015-09-02 02:44:16 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2015-09-02 02:44:16 +0200 |
| commit | b1a90a7f915e7779aad975a70b503788b0a1b228 (patch) | |
| tree | 74cdef91c597f787ad9691436a55a7e5a6788d1d /shaders/gl330/template.fs | |
| parent | da5221910fb1c6e847675a6f5d39130e50b2c12a (diff) | |
| download | raylib-b1a90a7f915e7779aad975a70b503788b0a1b228.tar.gz raylib-b1a90a7f915e7779aad975a70b503788b0a1b228.zip | |
Added some useful postprocessing shaders
Shaders come in two flavours:
- shaders/gl330: OpenGL 3.3+ (Windows, Linux, OSX)
- shaders/gles100: OpenGL ES 2.0 (Android, RPI, HTML5)
Diffstat (limited to 'shaders/gl330/template.fs')
| -rw-r--r-- | shaders/gl330/template.fs | 19 |
1 files changed, 19 insertions, 0 deletions
diff --git a/shaders/gl330/template.fs b/shaders/gl330/template.fs new file mode 100644 index 00000000..92221959 --- /dev/null +++ b/shaders/gl330/template.fs @@ -0,0 +1,19 @@ +#version 330 + +in vec2 fragTexCoord; + +out vec4 fragColor; + +uniform sampler2D texture0; +uniform vec4 tintColor; + +// NOTE: Add here your custom variables + +void main() +{ + vec4 texelColor = texture2D(texture0, fragTexCoord); + + // NOTE: Implement here your fragment shader code + + fragColor = texelColor*tintColor; +} |
