13 lines
331 B
GLSL
13 lines
331 B
GLSL
precision lowp float;
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varying vec2 f_tex_coord;
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varying float light_weight;
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uniform sampler2D texture;
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void main(void) {
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vec2 flipped_tex_coord = vec2(f_tex_coord.x, 1.0 - f_tex_coord.y);
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vec4 texture_color = texture2D(texture, flipped_tex_coord);
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gl_FragColor = vec4(texture_color.rgb * light_weight, texture_color.a);
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}
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