12 lines
293 B
GLSL
12 lines
293 B
GLSL
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#version 150
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//Il n’y a pas de layout(location=i) dans OpenGL < 3.3, mais tu peux utiliser glFragData[i] = myvalue à la place.
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uniform sampler2D materialTex;
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in vec2 fragTexCoord;
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in vec3 fragVert;
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out vec4 finalColor;
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void main() {
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finalColor = texture(materialTex, fragTexCoord);
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}
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