stevenarella/src/render/shaders/model_frag.glsl

22 lines
371 B
GLSL

uniform sampler2DArray textures;
uniform vec4 colorMul[10];
in vec4 vColor;
in vec4 vTextureInfo;
in vec2 vTextureOffset;
in float vAtlas;
in vec3 vLighting;
in float vID;
out vec4 fragColor;
#include lookup_texture
void main() {
vec4 col = atlasTexture();
if (col.a <= 0.05) discard;
col *= vColor;
col.rgb *= vLighting;
fragColor = col * colorMul[int(vID)];
}