principia/data-shared/shaders/border.fp

11 lines
256 B
GLSL

uniform lowp sampler2D tex_0;
UNIFORMS
varying lowp vec3 FS_texcoord_diffuse;
VARYINGS
void main(void)
{
lowp vec4 albedo = texture2D(tex_0, FS_texcoord_diffuse.xy);
gl_FragColor = albedo * FS_texcoord_diffuse.z * SHADOW + albedo * (_AMBIENT);
}