an_editor/shaders/fragment.frag

22 lines
579 B
GLSL

#version 330 core
struct VertexOutput {
vec4 position;
vec2 tex_coord;
};
uniform sampler2D _group_0_binding_0_fs;
smooth in vec2 _vs2fs_location0;
layout(location = 0) out vec4 _fs2p_location0;
void main() {
VertexOutput input_ = VertexOutput(gl_FragCoord, _vs2fs_location0);
float text_color = 0.0;
vec4 _e8 = texture(_group_0_binding_0_fs, vec2(vec2(input_.tex_coord.x, input_.tex_coord.y)));
text_color = _e8.x;
float _e11 = text_color;
float _e17 = text_color;
_fs2p_location0 = vec4((_e11 * vec3(1.0, 1.0, 1.0)), _e17);
return;
}