Dengine/data/shaders/sprite.frag.glsl
Doyle Thai 3894d33485 Fix rotation on render, change rendering code
Premultiply transformation matrix onto vertices before sending onto GPU to
preserve transformation properties of entities before being batched into
a general group. This removes the model matrix from the shader pipeline- instead
in rendering code we deal in world space (which works out to be more intuitive).
Only in the last step in GLSL we convert back to normalised coordinates.
2016-09-23 18:02:53 +10:00

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167 B
GLSL

#version 330 core
in vec2 texCoord;
out vec4 color;
uniform sampler2D tex;
uniform vec4 spriteColor;
void main()
{
color = spriteColor * texture(tex, texCoord);
}