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