With our varying
imported into fragment.glsl
, we can now use it to determine what color our pixel should be relative to our imported uniform
sampler2D
texture.
Recall, texture2D
takes two arguments: a sampler2D
texture and a UV
coordinate:
texture2D(sampler2D, UVCoordinate);
To obtain RGB
values returned from texture2D
, we can chain on .xyz
to the end of the function, then add it directly into our vec4
to take up the first three values that determine our pixel color:
void main() {
gl_FragColor = vec4(texture2D(sampler2D, UVCoordinate).xyz, 1.0);
}
Using our imported uniform
and varying
, insert the two into vec4
using a texture2D
function, making sure that you're only referencing the first three values that texture2D
returns.
This will finish the texture and you should see it overlaid on top of your geometry.