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11 lines
No EOL
268 B
GLSL
11 lines
No EOL
268 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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void main() {
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vec4 colr = texture2D( gm_BaseTexture, v_vTexcoord );
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float val = (colr.r + colr.g + colr.b) * colr.a;
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gl_FragColor = vec4(0., 0., step(0.5, val), 1.);
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} |