mirror of
https://github.com/hyprwm/wlroots-hyprland.git
synced 2024-12-01 16:55:59 +01:00
d69018c195
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;
|
|
varying vec4 v_color;
|
|
varying vec2 v_texcoord;
|
|
uniform vec4 color;
|
|
|
|
void main() {
|
|
gl_FragColor = color;
|
|
}
|