fireball/lib/renderers/shaders/ShaderChunk/map_particle_fragment.glsl

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2018-12-25 13:59:22 +00:00
#ifdef USE_MAP
vec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;
vec4 mapTexel = texture2D( map, uv );
diffuseColor *= mapTexelToLinear( mapTexel );
#endif