Pong/resources/shaders/Label.frag

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GLSL
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2024-07-01 19:55:24 -07:00
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec2 glyphUV;
layout(location = 1) in vec4 glyphColor;
layout(location = 0) out vec4 result;
layout(std140, binding = 1) uniform Opt
{
bool preMultiply;
} opt;
layout(binding = 2) uniform sampler2D atlas;
void main()
{
result = vec4(glyphColor.r, glyphColor.g, glyphColor.b, glyphColor.a * texture(atlas, glyphUV).r);
if (opt.preMultiply)
result = vec4(result.rgb * result.a, result.a);
}