12 lines
210 B
GLSL
12 lines
210 B
GLSL
// Inputs
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uniform sampler2D tex_in;
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uniform float opacity_in;
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// Input texture coordinate
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in vec2 ove_texcoord;
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out vec4 frag_color;
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void main() {
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frag_color = texture(tex_in, ove_texcoord) * opacity_in;
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}
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