2019-11-11 17:14:51 +01:00
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#version 330
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2020-03-13 23:42:04 +01:00
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uniform vec3 tint;
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2020-08-22 10:41:28 +02:00
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#ifdef SPIRV
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uniform sampler2D gbufferD; // vulkan unit align
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#endif
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2019-11-11 17:14:51 +01:00
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uniform sampler2D tex;
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in vec2 texCoord;
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out vec4 FragColor;
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void main() {
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vec4 col = texture(tex, texCoord);
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2020-03-13 23:42:04 +01:00
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FragColor = vec4((col.rgb / col.a) * tint, col.a);
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2019-11-11 17:14:51 +01:00
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}
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