Techneck/fragment_shader.glsl

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#version 420 core
in vec2 uv_coords;
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out vec4 color;
uniform sampler2D block_atlas;
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void main() {
color = texture(block_atlas, uv_coords); // vec4(uv_coords, 0.0f, 1.0); // vec4(1.0, 0.0, 0.0, 1.0);
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}