155b73d452
It's only used in 2d rendering so no srgb sampling is needed
14 lines
220 B
GLSL
14 lines
220 B
GLSL
uniform sampler2D tex;
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in vec2 uv;
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in vec4 color;
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out vec4 FragColor;
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void main()
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{
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vec4 Color = texture(tex, uv);
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Color *= color;
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// Premultiply alpha
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FragColor = vec4(Color.rgb * Color.a, Color.a);
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}
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