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authorJoshua Reisenauer <[email protected]>2016-05-19 15:31:56 -0700
committerJoshua Reisenauer <[email protected]>2016-05-19 15:31:56 -0700
commit847944e24047cb3e2a2c6dfd6dfaa3667cf6f830 (patch)
tree0538b0b3b4fb1238cd66fd7c81f28a3c2c5bf1bc /shaders/glsl330/template.fs
parentb10425492ac692d7c53001290e3d0b678df634b0 (diff)
parent8bbbe8cd76d93bc85810fd13a6cb6c4df18bd30d (diff)
downloadraylib-847944e24047cb3e2a2c6dfd6dfaa3667cf6f830.tar.gz
raylib-847944e24047cb3e2a2c6dfd6dfaa3667cf6f830.zip
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into newaudio
Diffstat (limited to 'shaders/glsl330/template.fs')
-rw-r--r--shaders/glsl330/template.fs11
1 files changed, 8 insertions, 3 deletions
diff --git a/shaders/glsl330/template.fs b/shaders/glsl330/template.fs
index ad7210a4..55b8d4a4 100644
--- a/shaders/glsl330/template.fs
+++ b/shaders/glsl330/template.fs
@@ -1,19 +1,24 @@
#version 330
+// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
+in vec4 fragColor;
-out vec4 fragColor;
-
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
+// Output fragment color
+out vec4 finalColor;
+
// NOTE: Add here your custom variables
void main()
{
+ // Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord);
// NOTE: Implement here your fragment shader code
- fragColor = texelColor*fragTintColor;
+ finalColor = texelColor*fragTintColor;
}