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#version 440
layout(location = 0) in vec2 v_texcoord;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 vertexTransform;
mat3 textureTransform;
float opacity;
int textureSwizzle;
};
layout(binding = 1) uniform sampler2D textureSampler;
void main()
{
vec4 tmpFragColor = texture(textureSampler, v_texcoord);
tmpFragColor.a *= opacity;
if (textureSwizzle == 0)
fragColor = tmpFragColor;
else if(textureSwizzle == 2)
fragColor.argb = tmpFragColor;
else
fragColor.bgra = tmpFragColor;
}
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