UltimateZoneBuilder/Source/Core/Resources/display2d_fullbright.fp
2019-12-21 01:26:58 +01:00

26 lines
435 B
GLSL

in vec4 Color;
in vec2 UV;
out vec4 FragColor;
// Render settings
// x = texel width
// y = texel height
// z = FSAA blend factor
// w = transparency
uniform vec4 rendersettings;
uniform sampler2D texture1;
uniform vec4 texturefactor;
void main()
{
vec4 c = texture(texture1, UV);
FragColor = vec4(c.rgb, c.a * rendersettings.w);
FragColor *= texturefactor;
#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
}