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18 lines
312 B
GLSL
18 lines
312 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 sampler2D map;
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void main() {
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vec4 map = texture2D( map, v_vTexcoord );
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vec2 pos = map.rg;
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vec4 samp = texture2D( gm_BaseTexture, vec2(1. - pos.x, pos.y) );
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samp.a *= map.a;
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gl_FragColor = samp;
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}
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