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#version 140
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uniform sampler2D u_sampler;
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in vec4 v_rgba;
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in vec2 v_tc;
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out vec4 f_color;
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void main() {
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// The texture sampler is sRGB aware, and glium already expects linear rgba output
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// so no need for any sRGB conversions here:
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f_color = v_rgba * texture(u_sampler, v_tc);
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}
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