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12 lines
256 B
GLSL
12 lines
256 B
GLSL
//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform int keepAlpha;
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void main() {
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vec4 col = texture2D( gm_BaseTexture, v_vTexcoord);
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gl_FragColor = vec4(0., col.g, 0., keepAlpha == 1? col.a : 1.);
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}
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