16 lines
268 B
GLSL
16 lines
268 B
GLSL
precision mediump float;
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uniform float g;
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uniform float g2;
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uniform sampler2D texture0;
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varying vec3 c0;
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varying vec3 c1;
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varying vec2 vUV;
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void main (void) {
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vec3 diffuse = texture2D(texture0, vUV).xyz;
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gl_FragColor = vec4(c1, 1.0) + vec4(diffuse * c0, 1.0);
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}
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