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raylib/examples/shaders/resources/shaders/glsl100/tiling.fs

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GLSL

#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D diffuseMap;
uniform vec4 tiling;
// NOTE: Add here your custom variables
void main()
{
vec2 texCoord = fragTexCoord*tiling;
fragColor = texture2D(diffuseMap, texCoord);
gl_FragColor = fragColor;
}