voxel-test/resources/shaders/tiling.fs
2024-09-19 21:33:32 +01:00

16 lines
321 B
GLSL

#version 330 core
uniform sampler2D diffuseMap;
uniform vec2 textureTiling;
in vec2 fragTexCoord;
in vec2 fragTexCoord2;
in vec4 fragColor;
out vec4 outColor;
void main()
{
vec2 texCoord = (floor(fragTexCoord*textureTiling) + fract(fragTexCoord2)) / textureTiling;
outColor = texture(diffuseMap, texCoord);
}