gpuRenderParticles.fragment.fx 310 B

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  1. #version 300 es
  2. uniform sampler2D textureSampler;
  3. in vec2 vUV;
  4. in vec4 vColor;
  5. out vec4 outFragColor;
  6. #ifdef CLIPPLANE
  7. in float fClipDistance;
  8. #endif
  9. void main() {
  10. #ifdef CLIPPLANE
  11. if (fClipDistance > 0.0)
  12. discard;
  13. #endif
  14. outFragColor = texture(textureSampler, vUV) * vColor;
  15. }