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REVIEWED: example: `models_textures_tiling` shaders

Ray há 8 meses atrás
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cfbba79bd3

+ 5 - 5
examples/shaders/resources/shaders/glsl100/tiling.fs

@@ -7,15 +7,15 @@ varying vec2 fragTexCoord;
 varying vec4 fragColor;
 
 // Input uniform values
-uniform sampler2D diffuseMap;
-uniform vec4 tiling;
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
 
 // NOTE: Add here your custom variables
+uniform vec2 tiling;
 
 void main()
 {
     vec2 texCoord = fragTexCoord*tiling;
-    fragColor = texture2D(diffuseMap, texCoord);
-    
-    gl_FragColor = fragColor;
+
+    gl_FragColor = texture2D(texture0, texCoord)*colDiffuse;
 }

+ 12 - 6
examples/shaders/resources/shaders/glsl330/tiling.fs

@@ -1,14 +1,20 @@
 #version 330 core
 
-uniform sampler2D diffuseMap;
-uniform vec2 tiling;
-
+// Input vertex attributes (from vertex shader)
 in vec2 fragTexCoord;
+in vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
 
-out vec4 fragColor;
+uniform vec2 tiling;
+
+out vec4 finalColor;
 
 void main()
 {
-    vec2 texCoord = fragTexCoord * tiling;
-    fragColor = texture(diffuseMap, texCoord);
+    vec2 texCoord = fragTexCoord*tiling;
+
+    finalColor = texture(texture0, texCoord)*colDiffuse;
 }