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

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2025-11-22 13:58:55 +01:00
layout (location = 0) in vec2 v_colorTexCoords;
layout (location = 0) out vec4 v_FragColor;
layout (binding = 0) uniform UBO
{
float u_opacity;
};
layout (binding = 1) uniform sampler2D u_colorTex;
void main()
{
vec4 finalColor = texture(u_colorTex, v_colorTexCoords);
finalColor.a *= u_opacity;
v_FragColor = finalColor;
}