pathfinder/shaders/filter_basic.fs.glsl

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#version 330
// pathfinder/shaders/filter_basic.fs.glsl
//
// Copyright © 2020 The Pathfinder Project Developers.
//
// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
// option. This file may not be copied, modified, or distributed
// except according to those terms.
// TODO(pcwalton): This could be significantly optimized by operating on a
// sparse per-tile basis.
#extension GL_GOOGLE_include_directive : enable
precision highp float;
uniform sampler2D uSource;
in vec2 vTexCoord;
out vec4 oFragColor;
void main() {
vec4 color = texture(uSource, vTexCoord);
oFragColor = vec4(color.rgb * color.a, color.a);
}