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16 lines
326 B
16 lines
326 B
//include version.glsl
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in vec2 uv;
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out vec4 frag_color;
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uniform sampler2D albedo_map;
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//uniform sampler2D light_map;
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void main()
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{
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vec4 albedo_color = texture(albedo_map, uv);
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//frag_color = albedo_color * texture(light_map, uv);
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//frag_color += (albedo_color * vec4(0.2, 0.2, 0.2, 1.0));
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frag_color = albedo_color;
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}
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