fragmentShaderRGBA.glsl 309 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 textureRGBA; //纹理采样器
  6. void main()
  7. {
  8. //FragColor = vec4(1,0,0,1);
  9. FragColor = texture(textureRGBA, TexCoord);
  10. }