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26 lines
524 B
GLSL
26 lines
524 B
GLSL
#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec3 fragPosition;
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varying vec3 fragNormal;
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varying vec2 fragTexCoord;
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uniform sampler2D texture0;
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uniform float alpha;
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void main() {
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// Texel color fetching from texture sampler
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// NOTE: Implement here your fragment shader code
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vec4 tmp;
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tmp.rgb = texture2D(texture0, fragTexCoord).rgb;
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tmp.a = alpha;
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gl_FragColor = tmp;
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//gl_FragColor = vec4(fragColor.r, fragColor.g, fragColor.b, alpha);
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} |