bubel-ecs/demos/assets/shaders/base.fp

55 lines
985 B
GLSL

#ifdef GLES
precision mediump int;
precision mediump float;
precision lowp sampler2D;
precision lowp samplerCube;
#define TEX(x,y) texture2D(x,y)
#if __VERSION__ >290
#define M_IN in mediump
#define L_IN in lowp
#else
#define M_IN varying mediump
#define L_IN varying lowp
#endif
#else
#if __VERSION__ > 320
#define TEX(x,y) texture(x,y)
#define M_IN in
#define L_IN in
#else
#define TEX(x,y) texture2D(x,y)
#define M_IN varying
#define L_IN varying
#endif
#endif
M_IN vec2 uv;
M_IN vec4 color;
/*
#ifdef GLES
#if __VERSION__ >290
in mediump vec2 uv;
#else
varying mediump vec2 uv;
#endif
#else
#if __VERSION__ > 320
in vec2 uv;
#else
varying vec2 uv;
#endif
#endif*/
//layout(binding = 0)uniform sampler2D tex;
uniform sampler2D tex;
//layout(location = 0) out vec4 outColor;
void main()
{
gl_FragColor = TEX(tex,uv) * color;
if(gl_FragColor.a < 0.01)discard;
}