shader/sprite_frag.glsl

Thu, 01 May 2025 15:26:01 +0200

author
Mike Becker <universe@uap-core.de>
date
Thu, 01 May 2025 15:26:01 +0200
changeset 102
0d94fd280c6e
parent 88
6234b7ea48f3
permissions
-rw-r--r--

remove separate depth attribute and use the z-coordinate instead

#version 400 core

layout(location = 0) out vec4 diffuse;
in vec2 texcoord;
in vec2 uvcoord;

uniform sampler2D uv_tex;
uniform sampler2DRect rect_tex;

void main(void) {
    diffuse = texture(rect_tex, texcoord) * texture(uv_tex, uvcoord);
}

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