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raylib/examples/shaders/resources/shaders/glsl330/lightmap.fs

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GLSL

#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec2 fragTexCoord2;
in vec3 fragPosition;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform sampler2D texture1;
// Output fragment color
out vec4 finalColor;
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord);
vec4 texelColor2 = texture(texture1, fragTexCoord2);
finalColor = texelColor*texelColor2;
}