forked from AuroraMiddleware/gtk
51074ca5df
Add a variant of gskSetOutputColor that saves a few multiplications, and use it where possible.
18 lines
290 B
GLSL
18 lines
290 B
GLSL
// VERTEX_SHADER:
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// blit.glsl
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void main() {
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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vUv = vec2(aUv.x, aUv.y);
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}
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// FRAGMENT_SHADER:
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// blit.glsl
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void main() {
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vec4 diffuse = GskTexture(u_source, vUv);
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gskSetScaledOutputColor(diffuse, u_alpha);
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}
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