24 lines
499 B
GLSL
24 lines
499 B
GLSL
layout (location = 0) in vec2 v_colorTexCoord;
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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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vec4 u_trafficParams;
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vec4 u_outlineColor;
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vec4 u_lightArrowColor;
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vec4 u_darkArrowColor;
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float u_outline;
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float u_opacity;
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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 color = texture(u_colorTex, v_colorTexCoord);
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v_FragColor = vec4(color.rgb, u_opacity);
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}
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