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18 lines
264 B
GLSL
18 lines
264 B
GLSL
#version 330
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in vec3 f_normal;
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in vec2 f_coord;
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in vec4 f_pos;
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#texture (tex1, 0, sRGB_A)
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uniform sampler2D tex1;
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#include <common>
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void main()
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{
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vec4 tex_color = texture(tex1, f_coord);
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gl_FragData[0] = tex_color * param[0];
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gl_FragData[1] = vec4(0.0f);
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}
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