ExperimentalGear/shaders/particle.fs

13 lines
262 B
GLSL

#version 330
#extension GL_ARB_separate_shader_objects : enable
layout(location=1) in vec4 fsColor;
layout(location=2) in vec2 fsTex;
layout(location=0) out vec4 target;
uniform sampler2D mainTex;
void main()
{
target = fsColor * texture(mainTex, fsTex);
}