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| author | jussi | 2024-09-25 20:54:32 +0300 |
|---|---|---|
| committer | jussi | 2024-09-25 20:54:32 +0300 |
| commit | 45e11be96a7503a0cfe29bbbcc8d885d81ab9591 (patch) | |
| tree | bcd06238db0d83c62f117acca4f8d2d321c31e6a /examples/resources/shaders/glsl330 | |
| parent | cd6471d339c394a37a1d46119818e0cabdcf5b42 (diff) | |
| download | reilua-enhanced-45e11be96a7503a0cfe29bbbcc8d885d81ab9591.tar.gz reilua-enhanced-45e11be96a7503a0cfe29bbbcc8d885d81ab9591.tar.bz2 reilua-enhanced-45e11be96a7503a0cfe29bbbcc8d885d81ab9591.zip | |
UnloadMaterial can also optionally free textures and shader.
Diffstat (limited to 'examples/resources/shaders/glsl330')
| -rw-r--r-- | examples/resources/shaders/glsl330/base.fs | 9 | ||||
| -rw-r--r-- | examples/resources/shaders/glsl330/base.vs | 10 |
2 files changed, 9 insertions, 10 deletions
diff --git a/examples/resources/shaders/glsl330/base.fs b/examples/resources/shaders/glsl330/base.fs index 57d9725..c36eead 100644 --- a/examples/resources/shaders/glsl330/base.fs +++ b/examples/resources/shaders/glsl330/base.fs @@ -14,11 +14,10 @@ out vec4 finalColor; // NOTE: Add here your custom variables void main() { - // Texel color fetching from texture sampler - vec4 texelColor = texture( texture0, fragTexCoord ); + // Texel color fetching from texture sampler + vec4 texelColor = texture( texture0, fragTexCoord ); - // NOTE: Implement here your fragment shader code + // NOTE: Implement here your fragment shader code - finalColor = texelColor * colDiffuse; + finalColor = texelColor * colDiffuse; } - diff --git a/examples/resources/shaders/glsl330/base.vs b/examples/resources/shaders/glsl330/base.vs index 04f50db..c6e94f6 100644 --- a/examples/resources/shaders/glsl330/base.vs +++ b/examples/resources/shaders/glsl330/base.vs @@ -16,10 +16,10 @@ out vec4 fragColor; // NOTE: Add here your custom variables void main() { - // Send vertex attributes to fragment shader - fragTexCoord = vertexTexCoord; - fragColor = vertexColor; + // Send vertex attributes to fragment shader + fragTexCoord = vertexTexCoord; + fragColor = vertexColor; - // Calculate final vertex position - gl_Position = mvp * vec4( vertexPosition, 1.0 ); + // Calculate final vertex position + gl_Position = mvp * vec4( vertexPosition, 1.0 ); }
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