38 lines
1.4 KiB
GLSL
38 lines
1.4 KiB
GLSL
#line 2
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/*
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* Copyright (c) 2022-2023 lax1dude. All Rights Reserved.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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precision lowp int;
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precision highp float;
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precision highp sampler2D;
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in vec2 v_position2f;
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layout(location = 0) out vec4 output4f;
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uniform sampler2D u_inputTexture;
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uniform float u_textureLod1f;
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uniform vec4 u_blendFactor4f;
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uniform vec4 u_blendBias4f;
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uniform mat3 u_matrixTransform;
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void main() {
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vec3 coords = u_matrixTransform * vec3(v_position2f, 1.0);
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vec4 color4f = textureLod(u_inputTexture, coords.xy, u_textureLod1f);
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output4f = color4f * u_blendFactor4f + u_blendBias4f;
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}
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