voksel/res/shaders/chunk.fs.glsl
2022-11-05 21:14:50 +03:00

12 lines
241 B
GLSL

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