yupplemayham/Resources/shaders/GL_tile.frag

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No EOL
368 B
GLSL

#version 330 core
out vec4 FragColor;
in vec2 texCoord;
uniform sampler2D tileTexture;
void main()
{
if (texCoord.x == 0.0 && texCoord.y == 0.0)
{
FragColor = vec4(0.0, 0.0, 0.0, 0.0);
}
else
{
FragColor = texture(tileTexture, texCoord);
}
//FragColor = vec4(mod(tileindex / float(tilesperrow), 1.0), mod(tileindex / float(tilesperrow), 1.0), 0.0, 1.0);
}