raylib/examples/shaders/resources/shaders/glsl330/tiling.fs

21 lines
346 B
GLSL

#version 330 core
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
uniform vec2 tiling;
out vec4 finalColor;
void main()
{
vec2 texCoord = fragTexCoord*tiling;
finalColor = texture(texture0, texCoord)*colDiffuse;
}