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path: root/shaders/tile-shader.frag
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uniform vec3 color = vec3(1.0, 1.0, 1.0);
layout(location = 2) uniform sampler2D textureData;
layout(location = 1) uniform float y_scale;

in vec2 interpolatedTextureCoordinates;
in float interpolated_frag_depth;

out vec4 fragmentColor;

void main() {
    fragmentColor.rgb = color*texture(textureData, interpolatedTextureCoordinates).rgb;
    fragmentColor.a = 1.0;
    gl_FragDepth = -interpolated_frag_depth * y_scale;
}