supercell-wx/scwx-qt/gl/texture2d_array.frag

16 lines
290 B
GLSL

#version 330 core
// Lower the default precision to medium
precision mediump float;
uniform sampler2DArray uTexture;
smooth in vec2 texCoord;
smooth in vec4 color;
layout (location = 0) out vec4 fragColor;
void main()
{
fragColor = texture(uTexture, vec3(texCoord, 0.0)) * color;
}