ObjToSchematic/shaders/shaded_fragment.fs

16 lines
364 B
GLSL

precision mediump float;
uniform sampler2D u_texture;
varying float v_lighting;
varying vec2 v_texcoord;
void main() {
//gl_FragColor = v_colour;
//v_texcoord.x = 1.0 - v_texcoord.x;
vec2 tex = vec2(v_texcoord.x, 1.0 - v_texcoord.y);
vec3 diffuse = texture2D(u_texture, tex).rgb;
diffuse = diffuse * v_lighting;
gl_FragColor = vec4(diffuse, 1.0);
}