voksel/res/shaders/chunk.fs.glsl

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2021-08-26 16:26:45 +03:00
#version 330 core
out vec4 fragColor;
in vec2 passTexCoord;
uniform sampler2D textureAtlas;
void main() {
/*
vec4 texColor = texture(textureAtlas, passTexCoord);
if (texColor.a < 0.1) discard;
fragColor = texColor;
*/
fragColor = vec4(0.9, 0.8, 0.7, 1.0);
}