24 lines
494 B
GLSL
24 lines
494 B
GLSL
layout (location = 0) in vec2 v_colorTexCoords;
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layout (location = 0) out vec4 v_FragColor;
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layout (binding = 0) uniform UBO
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{
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mat4 u_modelView;
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mat4 u_projection;
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mat4 u_pivotTransform;
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vec2 u_contrastGamma;
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float u_opacity;
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float u_zScale;
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float u_interpolation;
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float u_isOutlinePass;
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};
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layout (binding = 1) uniform sampler2D u_colorTex;
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void main()
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{
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vec4 finalColor = texture(u_colorTex, v_colorTexCoords);
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finalColor.a *= u_opacity;
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v_FragColor = finalColor;
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}
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