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