17 lines
325 B
GLSL
17 lines
325 B
GLSL
#version 330 core
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in vec2 oUV;
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out vec4 FragColor;
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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uniform float ambientStrength;
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uniform vec3 ambientColor;
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void main()
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{
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vec3 ambient = ambientColor * ambientStrength;
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FragColor = mix(texture(texture1, oUV), texture(texture2, oUV), 0.2) * vec4(ambient, 1.0);
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} |