gzdoom-gles/wadsrc/static/shaders/glsl/bloomcombine.fp
Christoph Oelckers ad7aaa8f2a - specify fragment output locations in the shader source.
OpenGL has been supporting this since version 3.3 and Vulkan requires it so it's the way to go.
2018-06-12 23:52:33 +02:00

10 lines
155 B
GLSL

in vec2 TexCoord;
layout(location=0) out vec4 FragColor;
uniform sampler2D Bloom;
void main()
{
FragColor = vec4(texture(Bloom, TexCoord).rgb, 0.0);
}