14 lines
346 B
GLSL
14 lines
346 B
GLSL
precision highp float;
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precision mediump float;
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uniform sampler2D u_sam_tex;
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uniform vec3 u_v3_clr;
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uniform float u_flt_inv_alpha;
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varying vec2 v_v2_txc;
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varying float v_flt_alpha;
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void main()
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{
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float alpha = texture2D(u_sam_tex, v_v2_txc).a*v_flt_alpha;
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gl_FragColor = vec4(u_v3_clr.r, u_v3_clr.g, u_v3_clr.b, (1.0-u_flt_inv_alpha)*alpha);
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}
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