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| author | Gabriel Schneider <[email protected]> | 2026-07-02 21:56:01 -0300 |
|---|---|---|
| committer | Gabriel Schneider <[email protected]> | 2026-08-01 15:02:07 -0300 |
| commit | 589269c0b3ca74a29f5889fa6e781e59cef7efdb (patch) | |
| tree | ecd2ce3060d06353f3b6302e70abf784295ff40f /shaders/ui.frag.es.glsl | |
| parent | 81992cc92743a98066ee1a9025bc74f91cf0e967 (diff) | |
| download | pardes-589269c0b3ca74a29f5889fa6e781e59cef7efdb.tar.gz pardes-589269c0b3ca74a29f5889fa6e781e59cef7efdb.zip | |
wasm replay ui
Diffstat (limited to 'shaders/ui.frag.es.glsl')
| -rw-r--r-- | shaders/ui.frag.es.glsl | 16 |
1 files changed, 16 insertions, 0 deletions
diff --git a/shaders/ui.frag.es.glsl b/shaders/ui.frag.es.glsl new file mode 100644 index 00000000..736e48f5 --- /dev/null +++ b/shaders/ui.frag.es.glsl @@ -0,0 +1,16 @@ +#version 300 es + +precision mediump float; + +uniform sampler2D u_atlas; + +in vec2 v_uv; +in vec3 v_fg; +in vec3 v_bg; + +out vec4 o_col; + +void main() { + float a = texture(u_atlas, v_uv).r; + o_col = vec4(mix(v_bg, v_fg, a), 1.0); +} |
