mirror of
https://codeberg.org/comaps/comaps
synced 2026-01-08 05:17:56 +00:00
Rewrite shaders to use OpenGL ES3 syntax
Signed-off-by: renderexpert <expert@renderconsulting.co.uk>
This commit is contained in:
committed by
Konstantin Pastbin
parent
9b3507211f
commit
6d0daf6fe7
23
libs/shaders/GL/ruler.fsh.glsl
Normal file
23
libs/shaders/GL/ruler.fsh.glsl
Normal file
@@ -0,0 +1,23 @@
|
||||
layout (location = 0) in vec2 v_colorTexCoords;
|
||||
|
||||
layout (location = 0) out vec4 v_FragColor;
|
||||
|
||||
layout (binding = 0) uniform UBO
|
||||
{
|
||||
mat4 u_modelView;
|
||||
mat4 u_projection;
|
||||
vec2 u_contrastGamma;
|
||||
vec2 u_position;
|
||||
float u_isOutlinePass;
|
||||
float u_opacity;
|
||||
float u_length;
|
||||
};
|
||||
|
||||
layout (binding = 1) uniform sampler2D u_colorTex;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 finalColor = texture(u_colorTex, v_colorTexCoords);
|
||||
finalColor.a *= u_opacity;
|
||||
v_FragColor = finalColor;
|
||||
}
|
||||
Reference in New Issue
Block a user