voksel/res/shaders/chunk.fs.glsl

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#version 330 core
out vec4 fragColor;
in vec2 passTexCoord;
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in vec3 passLight;
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uniform sampler2D a_texture;
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void main() {
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vec4 texColor = texture(a_texture, passTexCoord);
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fragColor = vec4(texColor.rgb * passLight, texColor.a);
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}