stevenarella/src/render/shaders/sun_frag.glsl

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2016-03-27 18:31:57 -04:00
uniform sampler2DArray textures;
uniform vec4 colorMul[10];
in vec4 vTextureInfo;
in vec2 vTextureOffset;
in float vAtlas;
in float vID;
out vec4 fragColor;
#include lookup_texture
void main() {
vec4 col = atlasTexture();
if (col.a <= 0.05) discard;
fragColor = col * colorMul[int(vID)];
}