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Cluster/clusterApp/Res/shader/prog_texture.fp

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precision highp float;
precision mediump float;
2026-04-17 18:22:45 +08:00
uniform sampler2D u_sam_tex;
uniform float u_flt_inv_alpha;
varying vec2 v_v2_txc;
void main()
{
gl_FragColor = texture2D(u_sam_tex, v_v2_txc);
gl_FragColor.a *= 1.0-u_flt_inv_alpha;
}