Files
2020-09-01 15:27:14 +02:00

18 lines
262 B
GLSL

varying highp vec2 UV;
uniform sampler2D lightMap;
uniform highp vec4 modulate;
// [SHADER_HEADER_CODE]
void main()
{
highp vec4 FRAGCOORD = gl_FragCoord;
lowp vec4 COLOR = vec4(0.0);
// [SHADER_CODE]
gl_FragColor = zAdjustResult(COLOR);
}