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We have no use for a v_color varying. We can use the uniform directly from the fragment shader without getting the vertex shader involved.
8 lines
132 B
GLSL
8 lines
132 B
GLSL
precision mediump float;
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varying vec4 v_color;
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varying vec2 v_texcoord;
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uniform vec4 color;
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void main() {
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gl_FragColor = color;
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}
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