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model fmt & heisenbug
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
vg
/
unlit.fs.glsl
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out vec4 FragColor;
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uniform sampler2D uTexMain;
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uniform vec4 uColour;
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in vec4 aColour;
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in vec2 aUv;
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in vec3 aNorm;
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in vec3 aCo;
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void main()
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{
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vec3 diffuse = texture( uTexMain, aUv ).rgb;
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FragColor = vec4(pow(diffuse,vec3(1.0)),1.0);
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}