UltimateZoneBuilder/Source/Core/Resources/display2d_normal.fp
2019-12-21 01:26:58 +01:00

33 lines
628 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 float desaturation;
uniform sampler2D texture1;
uniform vec4 texturefactor;
vec3 desaturate(vec3 texel)
{
float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
return mix(texel, vec3(gray), desaturation);
}
void main()
{
vec4 c = texture(texture1, UV);
FragColor = vec4(desaturate(c.rgb), c.a * rendersettings.w) * Color;
FragColor *= texturefactor;
#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
}