11 lines
292 B
GLSL
11 lines
292 B
GLSL
#version 120
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uniform sampler2D u_sampler;
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varying vec4 v_rgba;
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varying vec2 v_tc;
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void main() {
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// The texture sampler is sRGB aware, and glium already expects linear rgba output
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// so no need for any sRGB conversions here:
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gl_FragColor = v_rgba * texture2D(u_sampler, v_tc);
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}
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