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

19 lines
466 B
GLSL

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