forked from AuroraMiddleware/gtk
fd0b7caa7c
We need to take the alpha of the shadow color into account as well.
14 lines
236 B
GLSL
14 lines
236 B
GLSL
uniform vec4 u_color;
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void main() {
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vec4 diffuse = Texture(u_source, vUv);
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vec4 color = u_color;
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// pre-multiply
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color.rgb *= color.a;
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color = vec4(u_color.rgb * diffuse.a, diffuse.a * color.a);
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setOutputColor(color);
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}
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