gtk/gsk/resources/glsl/gl3_common.fs.glsl

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precision highp float;
uniform sampler2D uSource;
uniform sampler2D uMask;
uniform mat4 uMVP;
uniform mat4 uProjection = mat4(1.0);
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uniform float uAlpha = 1.0;
uniform int uBlendMode;
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uniform vec4 uViewport;
in vec2 vUv;
out vec4 outputColor;
vec4 Texture(sampler2D sampler, vec2 texCoords) {
return texture(sampler, texCoords);
}
void setOutputColor(vec4 color) {
outputColor = color;
}