OpenRCT2/data/shaders/drawimage.frag

31 lines
577 B
GLSL

#version 330
uniform ivec4 uClip;
uniform int uFlags;
uniform vec4 uColour;
uniform sampler2D uTexture;
in vec2 fPosition;
in vec2 fTextureCoordinate;
layout (location = 0) out vec4 oColour;
void main()
{
if (fPosition.x < uClip.x || fPosition.x > uClip.z ||
fPosition.y < uClip.y || fPosition.y > uClip.w)
{
discard;
}
vec4 texel = texture(uTexture, fTextureCoordinate);
if ((uFlags & 1) != 0)
{
oColour = vec4(uColour.rgb, uColour.a * texel.a);
}
else
{
oColour = texel;
}
}