10 lines
180 B
GLSL
10 lines
180 B
GLSL
varying vec2 texture_coord_v;
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uniform sampler2D texture;
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uniform vec4 color;
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void main(void)
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{
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gl_FragColor = vec4(1, 1, 1, texture2D(texture, texture_coord_v).a) * color;
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}
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