fragmentShader.glsl 512 B

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  1. #version 330 core
  2. in vec3 vertexColor; //输入颜色数据
  3. in vec2 TexCoord; //输入纹理坐标数据
  4. out vec4 FragColor; //输出颜色数据
  5. uniform sampler2D ourTexture1; //纹理采样器
  6. uniform sampler2D ourTexture2; //纹理采样器
  7. void main()
  8. {
  9. //FragColor = vec4(1,0,0,1);
  10. //FragColor = texture(ourTexture1, TexCoord) * vec4(vertexColor, 1.0); // 乘以颜色
  11. FragColor = mix(texture(ourTexture1, TexCoord), texture(ourTexture2, TexCoord), 0.2); // 混合两种纹理
  12. }