gedeng/Shader/terrain.fs

15 lines
290 B
GLSL

#version 430
in PipelineData {
vec4 position;
vec2 texture_coordinate;
} fs_in;
uniform sampler2D diffuse_texture;
out vec4 color;
void main() {
vec4 diffuse_texel = texture(diffuse_texture, fs_in.texture_coordinate);
color = vec4(1.0); // color = vec4(diffuse_texel);
}