26 lines
625 B
GLSL
26 lines
625 B
GLSL
#ifdef GL_ES
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precision highp float;
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#else
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#define highp
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#define mediump
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#define lowp
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#endif
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uniform mediump sampler2D diffuseTex;
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uniform vec2 u_viewportOffset;
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uniform vec2 u_viewportSizeInverse;
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uniform mediump vec4 u_colorMul;
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uniform mediump vec4 u_colorAdd;
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void main (void)
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{
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mediump vec2 uv = (gl_FragCoord.xy - u_viewportOffset) * u_viewportSizeInverse;
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mediump vec4 diffuseSample = texture2D(diffuseTex, uv);
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mediump vec4 diffuseColor = vec4(diffuseSample.rgb * u_colorMul.rgb * u_colorMul.a, diffuseSample.a * u_colorMul.a);
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diffuseColor += u_colorAdd * diffuseColor.a;
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gl_FragColor = diffuseColor;
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}
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