14 lines
236 B
Plaintext
14 lines
236 B
Plaintext
// Water_Diffuse.fragment
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in vec4 vColor;
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in vec2 vUv;
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in float vFogUv;
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OUTPUT
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uniform sampler2D tex0; // diffuse
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uniform sampler1D tex1; // fog
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void main() {
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outColor = texture(tex0, vUv) * texture1D(tex1, vFogUv).rrrg * vColor;
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} |