21 lines
532 B
GLSL
21 lines
532 B
GLSL
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#version 450
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#include "common.frag.glsl"
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#include "clip.frag.glsl"
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#include "rect.frag.glsl"
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layout(location = 0) in vec2 inPos;
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layout(location = 1) in flat Rect inRect;
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layout(location = 2) in vec2 inTexCoord;
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layout(location = 3) in flat uint inTexId;
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layout(location = 4) in flat vec4 inColor;
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layout(location = 0) out vec4 color;
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void main()
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{
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float alpha = inColor.a * rect_coverage (inRect, inPos);
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alpha *= texture(get_sampler (inTexId), inTexCoord).a;
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color = clip_scaled (inPos, vec4(inColor.rgb, 1) * alpha);
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}
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