31 lines
461 B
GLSL
31 lines
461 B
GLSL
[[vertex]]
|
|
|
|
uniform mat4 mvp;
|
|
|
|
in vec4 pos;
|
|
in vec2 uvs;
|
|
out vec2 uv;
|
|
|
|
void main()
|
|
{
|
|
uv = uvs;
|
|
gl_Position = mvp * vec4(pos.xyz, 1.0);
|
|
}
|
|
|
|
[[fragment]]
|
|
|
|
uniform sampler2D tex;
|
|
uniform highp float alpha;
|
|
uniform bool highlight;
|
|
|
|
in highp vec2 uv;
|
|
out highp vec4 frag;
|
|
|
|
void main()
|
|
{
|
|
highp vec4 c = texture(tex, uv);
|
|
frag = highlight ?
|
|
vec4(clamp(vec3(0.3) + c.rgb, vec3(0.0), vec3(1.0)), c.a) :
|
|
c * vec4(1.0, 1.0, 1.0, alpha);
|
|
}
|