10 lines
206 B
GLSL
10 lines
206 B
GLSL
#version 450 core
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layout (location=0) out vec4 fColor;
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uniform sampler2DArray thetexture;
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in vec4 vColor;
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in vec3 vTexCoord;
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void main()
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{
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fColor = texture(thetexture, vec3 (vTexCoord.xyz)) * vColor;
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}
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