forked from mirror/ObjToSchematic
16 lines
364 B
GLSL
16 lines
364 B
GLSL
precision mediump float;
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uniform sampler2D u_texture;
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varying float v_lighting;
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varying vec2 v_texcoord;
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void main() {
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//gl_FragColor = v_colour;
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//v_texcoord.x = 1.0 - v_texcoord.x;
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vec2 tex = vec2(v_texcoord.x, 1.0 - v_texcoord.y);
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vec3 diffuse = texture2D(u_texture, tex).rgb;
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diffuse = diffuse * v_lighting;
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gl_FragColor = vec4(diffuse, 1.0);
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}
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