21 lines
419 B
GLSL
21 lines
419 B
GLSL
#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(location = 0) in vec2 vUv;
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layout(location = 0) out vec4 result;
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layout(binding = 1) uniform Opt
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{
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bool preMultiply;
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vec4 multiplier;
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} opt;
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layout(binding = 2) uniform sampler2D render;
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void main()
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{
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result = opt.multiplier * texture(render, vUv);
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if (opt.preMultiply)
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result = vec4(result.rgb * result.a, result.a);
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} |