Lightweight OpenGL 3D Renderer
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Euclid/shaders/fragment.glsl

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#version 330 core
out vec4 FragColor;
in vec4 VertexColor;
in vec2 TexCoord;
uniform sampler2D inpTexture;
uniform vec3 rgbOffset = vec3(0.0, 0.0, 0.0);
void main() {
FragColor = texture(inpTexture, TexCoord) * (VertexColor + vec4(rgbOffset, 1.0));
}