voksel/content/base/shaders/chunk.fs.glsl

15 lines
346 B
GLSL

#version 330 core
out vec4 fragColor;
in vec3 passTexCoords;
in vec3 passLight;
uniform sampler2DArray textureArray;
void main() {
vec4 texColor = texture(textureArray, passTexCoords);
if (texColor.a < 0.1)
discard;
texColor.rgb = pow(texColor.rgb, vec3(2.2));
fragColor = vec4(texColor.rgb * passLight, texColor.a);
}