armory/compiled/Shaders/deferred_pass.frag.glsl
2016-01-11 13:07:44 +01:00

15 lines
270 B
GLSL

#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D gbuffer0; // Positions
uniform sampler2D gbuffer1; // Normals
uniform sampler2D gbuffer2; // Textures
varying vec2 texCoord;
void kore() {
gl_FragColor = vec4(texture2D(gbuffer2, texCoord).rgb, 1.0);
}