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author | jjesswan <jessica_wan@brown.edu> | 2024-04-22 21:56:26 -0400 |
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committer | jjesswan <jessica_wan@brown.edu> | 2024-04-22 21:56:26 -0400 |
commit | a556b45abf18f1bd509daaf63b66b7d55e9fd291 (patch) | |
tree | bc9b8a2d184c12aee236e7f9f276a34b84ca552d /resources/shaders/shader.frag | |
parent | cd7c76017a12bb548036571c1ff13e551369d06d (diff) |
add engine version
Diffstat (limited to 'resources/shaders/shader.frag')
-rwxr-xr-x | resources/shaders/shader.frag | 8 |
1 files changed, 8 insertions, 0 deletions
diff --git a/resources/shaders/shader.frag b/resources/shaders/shader.frag index 141915e..fc78890 100755 --- a/resources/shaders/shader.frag +++ b/resources/shaders/shader.frag @@ -9,6 +9,9 @@ in vec3 refrPos; in float refrProb; in vec2 uv; +uniform sampler2D texture_img; + + uniform int wire = 0; uniform float red = 1.0; uniform float green = 1.0; @@ -56,4 +59,9 @@ void main() { // Dividing refrProb by 2 just for heuristic. Want more phong to show through. // fragColor = clamp(fragColor, 0.f, 1.f); // fragColor = vec4(refrProb, 0.f, 0.f, 1.f); + + + // assign texture + fragColor = texture(texture_img, uv); + } |