Files
comaps/libs/shaders/GL/user_mark.fsh.glsl
renderexpert 897d7a253d Refactor shaders to use GLES3 syntax
Signed-off-by: renderexpert <expert@renderconsulting.co.uk>
2025-08-17 08:30:56 +02:00

23 lines
718 B
GLSL

// Warning! Beware to use this shader. "discard" command may significally reduce performance.
// Unfortunately some CG algorithms cannot be implemented on OpenGL ES 2.0 without discarding
// fragments from depth buffer.
uniform sampler2D u_colorTex;
uniform float u_opacity;
in vec4 v_texCoords;
in vec4 v_maskColor;
out vec4 v_FragColor;
void main()
{
vec4 color = texture(u_colorTex, v_texCoords.xy);
vec4 bgColor = texture(u_colorTex, v_texCoords.zw) * vec4(v_maskColor.xyz, 1.0);
vec4 finalColor = mix(color, mix(bgColor, color, color.a), bgColor.a);
finalColor.a = clamp(color.a + bgColor.a, 0.0, 1.0) * u_opacity * v_maskColor.w;
if (finalColor.a < 0.01)
discard;
v_FragColor = finalColor;
}