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[carveJwlIkooP6JGAAIwe30JlM.git]
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model_font.fs
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layout (location = 0) out vec4 oColour;
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uniform sampler2D uTexMain;
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uniform vec4 uColour;
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in vec2 aUv;
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in vec4 aNorm;
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in vec3 aCo;
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#include "motion_vectors_fs.glsl"
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void main()
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{
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compute_motion_vectors();
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oColour = texture( uTexMain, aUv ) * uColour;
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}