forked from mirrors/principia
11 lines
256 B
GLSL
11 lines
256 B
GLSL
uniform lowp sampler2D tex_0;
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UNIFORMS
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varying lowp vec3 FS_texcoord_diffuse;
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VARYINGS
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void main(void)
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{
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lowp vec4 albedo = texture2D(tex_0, FS_texcoord_diffuse.xy);
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gl_FragColor = albedo * FS_texcoord_diffuse.z * SHADOW + albedo * (_AMBIENT);
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}
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