18 lines
300 B
GLSL
18 lines
300 B
GLSL
#version 140
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in vec2 v_tex_coords;
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in vec3 v_frag_color;
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in float v_sun_intensity;
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out vec4 color;
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uniform sampler2D tex;
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void main() {
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vec4 sun_color = vec4(v_sun_intensity , v_sun_intensity , 0.0, 1.0);
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color = texture(tex, v_tex_coords) * vec4(v_frag_color, 1.0) * sun_color;
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} |