Scene Kit Session WWDC 2013/Resources/Shaders/ParticleSystem.fsh
uniform sampler2D u_tex; |
uniform sampler2D u_ramp; |
varying vec3 v_uv; |
void main(void) { |
vec4 tex = texture2D(u_tex, v_uv.xy); |
vec4 col = texture2D(u_ramp, v_uv.zx); |
gl_FragColor = tex * col; |
} |
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