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authorraysan5 <raysan5@gmail.com>2016-05-18 12:04:27 +0200
committerraysan5 <raysan5@gmail.com>2016-05-18 12:04:27 +0200
commitbc08271da3e68d2880f4ef712c13e88b99f1021d (patch)
treea2b3fb728de4984a12b97728491205613e3c951b /shaders/glsl330/template.fs
parent0e29aa2951fe11e9d0fabec2182ed6309fce37bb (diff)
downloadraylib-bc08271da3e68d2880f4ef712c13e88b99f1021d.tar.gz
raylib-bc08271da3e68d2880f4ef712c13e88b99f1021d.zip
Updated shaders with comments
Diffstat (limited to 'shaders/glsl330/template.fs')
-rw-r--r--shaders/glsl330/template.fs11
1 files changed, 8 insertions, 3 deletions
diff --git a/shaders/glsl330/template.fs b/shaders/glsl330/template.fs
index ad7210a4..55b8d4a4 100644
--- a/shaders/glsl330/template.fs
+++ b/shaders/glsl330/template.fs
@@ -1,19 +1,24 @@
#version 330
+// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
+in vec4 fragColor;
-out vec4 fragColor;
-
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
+// Output fragment color
+out vec4 finalColor;
+
// NOTE: Add here your custom variables
void main()
{
+ // Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord);
// NOTE: Implement here your fragment shader code
- fragColor = texelColor*fragTintColor;
+ finalColor = texelColor*fragTintColor;
}