18 lines
411 B
GLSL
18 lines
411 B
GLSL
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D screenTexture;
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uniform vec3 color;
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void main(){
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vec3 textColorModifier = color;
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if(color.x == 0 && color.y == 0 && color.z == 0){
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textColorModifier.x = 1;
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textColorModifier.y = 1;
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textColorModifier.z = 1;
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}
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FragColor = texture(screenTexture, TexCoords) * vec4(textColorModifier.xyz, 1.0);
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} |