forked from mirrors/principia
15 lines
232 B
GLSL
15 lines
232 B
GLSL
uniform sampler2D tex_0;
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UNIFORMS
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varying lowp vec2 FS_texcoord;
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varying lowp vec4 FS_color;
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VARYINGS
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void main(void)
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{
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vec3 col = FS_color.rgb;
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gl_FragColor = vec4(col, texture2D(tex_0, FS_texcoord).r * FS_color.a);
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}
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