protot/data/shaders/fs_simple.glsl

19 lines
312 B
GLSL

#version 150 core
uniform vec4 uColor;
in vec3 fragmentColor;
out vec3 outColor;
void main() {
outColor = vec3(
uColor.r * fragmentColor.r,
uColor.g * fragmentColor.g,
uColor.b * fragmentColor.b
);
outColor = max(uColor.rgb, fragmentColor);
//outColor = fragmentColor + uColor.rgb - uColor.rgb;
}