Additional resources from the Raylib repo.
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Examples/resources/shaders/glsl330/tiling.fs
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Examples/resources/shaders/glsl330/tiling.fs
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#version 330 core
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec2 tiling;
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out vec4 finalColor;
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void main()
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{
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vec2 texCoord = fragTexCoord*tiling;
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finalColor = texture(texture0, texCoord)*colDiffuse;
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}
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