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rez_demo/resources/fragmentShader_lines.glsl

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#version 300 es
/*this will affect all the float guys (float, vecN, matN )*/
precision mediump float;
in vec3 fragPos; //vertice in coordinata del mondo
uniform vec3 baseColor;
out vec4 FragColor;
void main()
{
vec3 result = baseColor;
FragColor = vec4(result, 1.0f);
}