zzz/assets/test.frag
2026-01-16 14:43:51 +01:00

28 lines
614 B
GLSL

#version 330
// Input vertex attributes (from vertex shader)
in vec3 vertexPos;
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform vec4 colDiffuse;
uniform float divider = 0.5;
out vec4 finalColor;
void main()
{
// // Texel color fetching from texture sampler
// vec4 texelColor0 = texture(texture0, fragTexCoord);
// vec4 texelColor1 = texture(texture1, fragTexCoord);
// float x = fract(fragTexCoord.s);
// float final = smoothstep(divider - 0.1, divider + 0.1, x);
finalColor = vec4(1, 1, 0.0, 1.0);
}