#define QT3DS_ENABLE_UV0 1 #define QT3DS_ENABLE_WORLD_POSITION 1 #define QT3DS_ENABLE_TEXTAN 0 #define QT3DS_ENABLE_BINORMAL 0 #include "vertexFragmentBase.glsllib" // set shader output out vec4 fragColor; void main() { vec4 c = texture(basecolor, varTexCoord0.xy); c.rgb *= vec3(red_weight, green_weight, blue_weight); fragColor = c; }