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mornelune/assets/shaders/default_fragment.glsl

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312 B
GLSL

#version 130
in vec4 f_color;
in vec2 f_tex;
out vec4 out_color;
uniform sampler2D tex_sampler;
uniform int has_texture;
void main() {
if (has_texture != 0)
{
vec4 texcolor = f_color * texture(tex_sampler, f_tex);
out_color = texcolor;
}
else
{
out_color = f_color;
}
}