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16 lines
279 B
GLSL
16 lines
279 B
GLSL
#version 330 core
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// Lower the default precision to medium
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precision mediump float;
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uniform sampler2DArray uTexture;
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smooth in vec3 texCoord;
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smooth in vec4 color;
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layout (location = 0) out vec4 fragColor;
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void main()
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{
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fragColor = texture(uTexture, texCoord) * color;
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}
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