skinning.fs 343 B

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  1. #version 330
  2. // Input vertex attributes (from vertex shader)
  3. in vec2 fragTexCoord;
  4. in vec4 fragColor;
  5. // Output fragment color
  6. out vec4 finalColor;
  7. uniform sampler2D texture0;
  8. uniform vec4 colDiffuse;
  9. void main()
  10. {
  11. vec4 texelColor = texture(texture0, fragTexCoord);
  12. finalColor = texelColor*colDiffuse*fragColor;
  13. }