18 lines
370 B
GLSL
18 lines
370 B
GLSL
#version 330 core
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out vec4 FragColor;
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in vec3 ourColor;
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in vec2 TexCoord;
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in vec3 ourBackground;
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// texture sampler
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uniform sampler2D texture1;
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void main()
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{
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vec4 original = texture(texture1, TexCoord);
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if (original.r < 0.1f || original.g < 0.1f || original.b < 0.1f) discard;
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vec4 fg = original * vec4(ourColor, 1.f);
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FragColor = fg;
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}
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