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authorraysan5 <[email protected]>2015-09-02 02:44:16 +0200
committerraysan5 <[email protected]>2015-09-02 02:44:16 +0200
commitb1a90a7f915e7779aad975a70b503788b0a1b228 (patch)
tree74cdef91c597f787ad9691436a55a7e5a6788d1d /shaders/gl330/template.fs
parentda5221910fb1c6e847675a6f5d39130e50b2c12a (diff)
downloadraylib-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')
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1 files changed, 19 insertions, 0 deletions
diff --git a/shaders/gl330/template.fs b/shaders/gl330/template.fs
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+#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;
+}