flat_textured.glsl (412B)
1 #ifdef VERTEX_SHADER 2 3 in vec3 position; 4 in vec4 colour; 5 in vec2 tex_coord0; 6 7 out vec4 frag_colour; 8 out vec2 frag_uv; 9 10 void main() { 11 gl_Position = vec4( position, 1.0 ); 12 frag_colour = colour; 13 frag_uv = tex_coord0; 14 } 15 16 #else 17 18 in vec4 frag_colour; 19 in vec2 frag_uv; 20 21 uniform sampler2D tex; 22 23 out vec4 screen_colour; 24 25 void main() { 26 screen_colour = linear_to_srgb( texture( tex, frag_uv ) * frag_colour ); 27 } 28 29 #endif