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2025-04-29 13:39:02 -05:00

15 lines
312 B
GLSL

varying vec2 v_TexCoord;
varying vec3 v_ScreenCoord;
uniform sampler2D g_Texture0; // {"hidden":true}
void main() {
vec2 texCoord = v_ScreenCoord.xy / v_ScreenCoord.z * vec2(0.5, 0.5) + 0.5;
gl_FragColor = texSample2D(g_Texture0, texCoord);
#if CLEARALPHA == 1
gl_FragColor.a = 0;
#endif
}