forked from AuroraMiddleware/gtk
03ab560fae
Use appropriate names, and annotate the names with the types — 'u' for uniforms, 'a' for attributes. The common preambles for shaders are split from the bodies, so we need some way to distinguish the uniforms and the attributes just from their name.
20 lines
329 B
GLSL
20 lines
329 B
GLSL
precision highp float;
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uniform sampler2D uSource;
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uniform sampler2D uMask;
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uniform mat4 uMVP;
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uniform float uAlpha;
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uniform int uBlendMode;
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in vec2 vUv;
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out vec4 outputColor;
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vec4 Texture(sampler2D sampler, vec2 texCoords) {
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return texture(sampler, texCoords);
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}
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void setOutputColor(vec4 color) {
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outputColor = color;
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}
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