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#version 330 core | |
uniform sampler2D texture; | |
uniform vec2 tc_offset; | |
uniform vec2 tc_start; | |
smooth in vec2 fs_texc; | |
smooth in vec4 fs_color; | |
out vec4 out_color; | |
void main() | |
{ | |
out_color = texture2D(texture, tc_start + (fs_texc * tc_offset)) * fs_color; | |
} | |
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