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14 lines
238 B
GLSL
14 lines
238 B
GLSL
uniform sampler2D u_colorTex;
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uniform float u_opacity;
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in vec2 v_colorTexCoords;
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out vec4 v_FragColor;
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void main()
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{
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vec4 finalColor = texture(u_colorTex, v_colorTexCoords);
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finalColor.a *= u_opacity;
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v_FragColor = finalColor;
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}
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