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WrldBox/raylib_src/examples/models/resources/shaders/glsl330/skinning.fs
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added multi-compiling stuff (only works on my mac for now)
2026-06-28 16:40:20 -04:00

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GLSL

#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Output fragment color
out vec4 finalColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
void main()
{
vec4 texelColor = texture(texture0, fragTexCoord);
finalColor = texelColor*colDiffuse*fragColor;
}