2011-11-30 21:42:41 +00:00
|
|
|
//#version 420 // Keep it for editor detection
|
2011-11-21 22:36:03 +00:00
|
|
|
|
2013-07-11 17:08:42 +00:00
|
|
|
in SHADER
|
|
|
|
{
|
|
|
|
vec4 p;
|
|
|
|
vec2 t;
|
|
|
|
} PSin;
|
|
|
|
|
2013-05-27 16:53:38 +00:00
|
|
|
#ifdef FRAGMENT_SHADER
|
2011-11-21 22:36:03 +00:00
|
|
|
|
2016-06-05 14:42:52 +00:00
|
|
|
layout(std140, binding = 10) uniform cb10
|
|
|
|
{
|
|
|
|
vec4 BGColor;
|
|
|
|
};
|
|
|
|
|
2011-12-07 22:05:46 +00:00
|
|
|
layout(location = 0) out vec4 SV_Target0;
|
2011-11-30 21:42:41 +00:00
|
|
|
|
|
|
|
void ps_main0()
|
2011-11-21 22:36:03 +00:00
|
|
|
{
|
2016-04-24 08:54:39 +00:00
|
|
|
vec4 c = texture(TextureSampler, PSin.t);
|
2015-08-22 15:33:01 +00:00
|
|
|
// Note: clamping will be done by fixed unit
|
|
|
|
c.a *= 2.0f;
|
2011-11-30 21:42:41 +00:00
|
|
|
SV_Target0 = c;
|
2011-11-21 22:36:03 +00:00
|
|
|
}
|
|
|
|
|
2011-11-30 21:42:41 +00:00
|
|
|
void ps_main1()
|
2011-11-21 22:36:03 +00:00
|
|
|
{
|
2016-04-24 08:54:39 +00:00
|
|
|
vec4 c = texture(TextureSampler, PSin.t);
|
2015-04-13 16:34:43 +00:00
|
|
|
c.a = BGColor.a;
|
2011-11-30 21:42:41 +00:00
|
|
|
SV_Target0 = c;
|
2011-11-21 22:36:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|