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Cluster/insDavi2.0/Res/shader/prog_font.fp

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2026-04-17 18:22:45 +08:00
uniform sampler2D u_sam_tex;
uniform vec3 u_v3_clr;
uniform float u_flt_inv_alpha;
varying vec2 v_v2_txc;
#define offset (1.0/512)
void main()
{
float alpha = texture2D(u_sam_tex, v_v2_txc).a;
gl_FragColor = vec4(u_v3_clr.r, u_v3_clr.g, u_v3_clr.b, (1.0-u_flt_inv_alpha)*alpha);
}