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