library / src / main / res / raw / preprocess_fragment_shader.glsl @ b9aa10d0
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//////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2018 Leszek Koltunski //
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// //
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// This file is part of Distorted. //
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// //
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// Distorted is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Distorted is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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//////////////////////////////////////////////////////////////////////////////////////////////
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precision highp float; |
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in vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
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out vec4 fragColor; |
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uniform vec4 u_Color; |
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uniform sampler2D u_Texture; // The input texture. |
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//////////////////////////////////////////////////////////////////////////////////////////////
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void main() |
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{
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vec4 color = texture(u_Texture,v_TexCoordinate); |
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fragColor = vec4(u_Color.rgb, sign(color.a)*u_Color.a); |
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}
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