42 lines
828 B
GLSL
42 lines
828 B
GLSL
//////////////////////////////////////////////////////////////////////////////
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#ifdef VERTEX
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layout (location = 0) in vec2 a_pos;
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layout (location = 1) in vec2 a_texcoord;
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out vec2 v_texcoord;
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uniform mat4 u_proj;
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uniform mat4 u_model;
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void main()
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{
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gl_Position = u_proj * u_model * vec4(a_pos, 0.0f, 1.0f);
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v_texcoord = a_texcoord;
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}
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#endif
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//////////////////////////////////////////////////////////////////////////////
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#ifdef FRAGMENT
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in vec2 v_texcoord;
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out vec4 f_color;
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uniform sampler2D u_texture;
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uniform vec3 u_color;
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void main()
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{
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// 8-bit value is stored in Red value; interpret as alpha for blending
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vec4 value = vec4(1.0f, 1.0f, 1.0f, texture(u_texture, v_texcoord).r);
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f_color = vec4(u_color, 1.0f) * value;
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}
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#endif
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//////////////////////////////////////////////////////////////////////////////
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