co-maps/libs/shaders/GL/texturing.fsh.glsl
2025-11-22 13:58:55 +01:00

24 lines
494 B
GLSL

layout (location = 0) in vec2 v_colorTexCoords;
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 = texture(u_colorTex, v_colorTexCoords);
finalColor.a *= u_opacity;
v_FragColor = finalColor;
}