shader/sprite_frag.glsl

Fri, 13 Jun 2025 17:45:19 +0200

author
Mike Becker <universe@uap-core.de>
date
Fri, 13 Jun 2025 17:45:19 +0200
changeset 147
4908cc6c2e01
parent 137
f8e6e0ae61a8
permissions
-rw-r--r--

compute frame time before syncing to avoid div-by-zero in first frame

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

#ifdef USE_RECT
uniform sampler2DRect tex;
#else
uniform sampler2D tex;
#endif

void main(void) {
    diffuse = texture(tex, uvcoord);
}

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