gtk2/gsk/resources/glsl/blit.glsl

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// VERTEX_SHADER:
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
vUv = vec2(aUv.x, aUv.y);
}
// FRAGMENT_SHADER:
void main() {
vec4 diffuse = Texture(u_source, vUv);
setOutputColor(diffuse * u_alpha);
}