voksel/res/shaders/chunk.fs.glsl

13 lines
255 B
GLSL

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