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authorRay <[email protected]>2016-02-20 01:09:47 +0100
committerRay <[email protected]>2016-02-20 01:09:47 +0100
commit4b6e6d4dd45fc3a47b82af7eeb60871140a7eccf (patch)
treed9ee679c3b0bc5d4a20b31930994deb0e4c37948 /shaders/gl330/template.fs
parentf582ab06add085594f2579ee6e7d625212abd204 (diff)
parent954ced21a42eb489ad382b4c00406a28778fee41 (diff)
downloadraylib-4b6e6d4dd45fc3a47b82af7eeb60871140a7eccf.tar.gz
raylib-4b6e6d4dd45fc3a47b82af7eeb60871140a7eccf.zip
Merge pull request #83 from raysan5/develop
Develop branch integration
Diffstat (limited to 'shaders/gl330/template.fs')
-rw-r--r--shaders/gl330/template.fs6
1 files changed, 3 insertions, 3 deletions
diff --git a/shaders/gl330/template.fs b/shaders/gl330/template.fs
index 92221959..ad7210a4 100644
--- a/shaders/gl330/template.fs
+++ b/shaders/gl330/template.fs
@@ -5,15 +5,15 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
void main()
{
- vec4 texelColor = texture2D(texture0, fragTexCoord);
+ vec4 texelColor = texture(texture0, fragTexCoord);
// NOTE: Implement here your fragment shader code
- fragColor = texelColor*tintColor;
+ fragColor = texelColor*fragTintColor;
}