21 lines
322 B
GLSL
21 lines
322 B
GLSL
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#version 460 core
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#extension GL_ARB_bindless_texture : require
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in float brightness;
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in flat sampler2D tex;
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in vec2 texPos;
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out vec4 FragColour;
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uniform mat4 tex_mat;
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void main()
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{
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vec4 texdata = texture2D(tex, texPos);
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FragColour = tex_mat * texdata * vec4(vec3(brightness), 1);
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if(FragColour.a == 0) discard;
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}
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