19 lines
466 B
GLSL
19 lines
466 B
GLSL
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#include "common_fragment.h"
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uniform vec4 g_Color4;
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uniform sampler2D g_Texture0;
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varying vec3 v_TexCoord;
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void main() {
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#if COLORFONT
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vec4 _sample = texSample2D(g_Texture0, v_TexCoord.xy);
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gl_FragColor = vec4(_sample.rgb * mix(CAST3(1.0), g_Color4.rgb, v_TexCoord.z), _sample.a * g_Color4.a);
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#else
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float _sample = ConvertSampleR8(texSample2D(g_Texture0, v_TexCoord.xy));
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gl_FragColor = vec4(g_Color4.rgb, _sample * g_Color4.a);
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#endif
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}
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