forked from tsuki/openroller
20 lines
444 B
GLSL
20 lines
444 B
GLSL
#version 450 core
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in vec2 vUv;
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out vec4 FragColor;
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uniform sampler2D uTexture;
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uniform bool uUseTexture;
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uniform bool uUseGradient;
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uniform vec4 uColor;
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uniform vec4 uGradientTop;
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uniform vec4 uGradientBottom;
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void main() {
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if (uUseTexture) {
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FragColor = texture(uTexture, vUv) * uColor;
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} else if (uUseGradient) {
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FragColor = mix(uGradientTop, uGradientBottom, vUv.y);
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} else {
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FragColor = uColor;
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}
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}
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