17 lines
300 B
GLSL
17 lines
300 B
GLSL
#version 330 core
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in vec3 v_position;
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in vec4 v_color;
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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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uniform float u_time;
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void main()
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{
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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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}
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