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#version 330 core
in vec2 TexCoord;
out vec4 color;
uniform sampler2D blockTexture;
uniform int block;
uniform float time;
void main()
{
//color = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.0);
/*if (block==1)
color = vec4(0.2,0.2,0.2,1);
else if (block==0)
color = vec4(0,0,0,1);
else
color = vec4(1,1,1,1);*/
color = texture(blockTexture,TexCoord);
//color = vec4(TexCoord.x,TexCoord.y,0,1);
}
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