16 lines
273 B
GLSL
16 lines
273 B
GLSL
#version 450
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uniform vec3 tint;
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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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uniform sampler2D tex;
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in vec2 tex_coord;
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out vec4 frag_color;
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void main() {
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vec4 col = texture(tex, tex_coord);
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frag_color = vec4((col.rgb / col.a) * tint, col.a);
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}
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