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14 lines
270 B
GLSL
14 lines
270 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 float brightness;
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uniform float contrast;
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void main() {
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vec4 col = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
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gl_FragColor = vec4(vec3(col.a), 1.);
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}
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