14 lines
240 B
GLSL
14 lines
240 B
GLSL
#version 430
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layout (binding = 0) uniform sampler2D texture;
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smooth in vec2 tex_coords;
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flat in vec4 color_part;
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out vec4 FragColor;
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void main()
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{
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FragColor = vec4(1.0, 0.0, 0.0, 1.0);// texture2D(texture, tex_coords) * color_part;
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}
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