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| author | Ray <[email protected]> | 2016-02-20 01:09:47 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2016-02-20 01:09:47 +0100 |
| commit | 4b6e6d4dd45fc3a47b82af7eeb60871140a7eccf (patch) | |
| tree | d9ee679c3b0bc5d4a20b31930994deb0e4c37948 /shaders/gl330/template.fs | |
| parent | f582ab06add085594f2579ee6e7d625212abd204 (diff) | |
| parent | 954ced21a42eb489ad382b4c00406a28778fee41 (diff) | |
| download | raylib-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.fs | 6 |
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; } |
