gedeng/Shader/particle_render.fs
2021-05-08 13:19:58 +02:00

14 lines
212 B
GLSL

#version 430
layout (binding = 0) uniform sampler2D texture;
smooth in vec2 tex_coords;
flat in vec4 color_part;
out vec4 FragColor;
void main()
{
FragColor = texture2D(texture, tex_coords) * color_part;
}