16 lines
205 B
GLSL
16 lines
205 B
GLSL
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#version 330 core
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in vec3 v_position;
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in vec3 v_normal;
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in vec2 v_texcoord;
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out vec4 v_output;
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uniform sampler2D u_texture;
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void main()
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{
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vec4 tex = texture(u_texture, v_texcoord);
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v_output = tex;
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}
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