co-maps/libs/shaders/GL/texturing3d.fsh.glsl

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2025-11-22 13:58:55 +01:00
layout (location = 0) in vec2 v_colorTexCoords;
layout (location = 1) in float v_intensity;
layout (location = 0) out vec4 v_FragColor;
layout (binding = 0) uniform UBO
{
mat4 u_modelView;
mat4 u_projection;
mat4 u_pivotTransform;
vec2 u_contrastGamma;
float u_opacity;
float u_zScale;
float u_interpolation;
float u_isOutlinePass;
};
layout (binding = 1) uniform sampler2D u_colorTex;
void main()
{
vec4 finalColor = vec4(texture(u_colorTex, v_colorTexCoords).rgb, u_opacity);
v_FragColor = vec4((v_intensity * 0.2 + 0.8) * finalColor.rgb, finalColor.a);
}