14 lines
316 B
GLSL
14 lines
316 B
GLSL
#version 330 core
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out vec4 fragmentColor;
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in vec2 textureCoord;
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uniform vec4 base_color;
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uniform sampler2D uni_texture;
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void main()
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{
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vec4 temp_color = texture(uni_texture, textureCoord);
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fragmentColor = temp_color * (1 - base_color.a) + base_color * base_color.a;
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//fragmentColor = vec4(1.0, 0.0, 0.0, 0.0);
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}
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