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36 lines
1.0 KiB
GLSL
36 lines
1.0 KiB
GLSL
#ifdef GL_ES
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precision highp float;
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#endif
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// Declare inputs and outputs
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// varTexcoord : TexCoord for the fragment computed by the rasterizer based on
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// the varTexcoord values output in the vertex shader.
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// gl_FragColor : Implicitly declare in fragments shaders less than 1.40.
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// Output color of our fragment.
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// fragColor : Output color of our fragment. Basically the same as gl_FragColor,
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// but we must explicitly declared this in shaders version 1.40 and
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// above.
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#if __VERSION__ >= 140
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in vec2 varTexcoord;
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out vec4 fragColor;
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#else
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varying vec2 varTexcoord;
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#endif
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// global alpha value
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uniform float aValue;
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uniform sampler2D aTexture;
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#if __VERSION__ >= 140
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#define OUTPUT_TEXTURE(TEX) vec4 tex = texture(TEX, varTexcoord.st, 0.0); fragColor = vec4(tex.r, tex.g, tex.b, tex.a*aValue)
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#else
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#define OUTPUT_TEXTURE(TEX) vec4 tex = texture2D(TEX, varTexcoord.st, 0.0); gl_FragColor = vec4(tex.r, tex.g, tex.b, tex.a*aValue)
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#endif
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void main(void)
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{
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OUTPUT_TEXTURE(aTexture);
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}
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