KP3Dii/Data/resources/shaders/.kp3d/r3d_legacy_f.glsl

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#version 330 core
in vec3 v_position;
in vec4 v_color;
in vec2 v_texcoord;
out vec4 v_output;
uniform sampler2D u_texture;
uniform float u_time;
void main()
{
vec4 tex = texture(u_texture, v_texcoord) * v_color;
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v_output = tex;//vec4(1.0, 0.0, 0.0, 0.5 + (sin(u_time * 0.3f) + 1.0) * 0.25);
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}