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ad7aaa8f2a
OpenGL has been supporting this since version 3.3 and Vulkan requires it so it's the way to go.
14 lines
271 B
GLSL
14 lines
271 B
GLSL
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in vec4 vTexCoord;
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in vec4 vColor;
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layout(location=0) out vec4 FragColor;
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void main()
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{
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vec4 frag = vColor;
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vec4 t1 = texture(tex, vTexCoord.xy);
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vec4 t2 = texture(texture2, vec2(vTexCoord.x, 1.0-vTexCoord.y));
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FragColor = frag * vec4(t1.r, t1.g, t1.b, t2.a);
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}
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