unlit.fp 408 B

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  1. #version 140
  2. // Inputs should match the vertex shader's outputs.
  3. in vec2 var_texcoord0;
  4. // The texture to sample.
  5. uniform lowp sampler2D texture0;
  6. // The final color of the fragment.
  7. out lowp vec4 final_color;
  8. void main()
  9. {
  10. // Sample the texture at the fragment's texture coordinates.
  11. vec4 color = texture(texture0, var_texcoord0.xy);
  12. // Output the sampled color.
  13. final_color = color;
  14. }