pcsx2/plugins/GSdx/res/merge.glsl

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//#version 420 // Keep it for editor detection
struct vertex_basic
{
vec4 p;
vec2 t;
};
#ifdef FRAGMENT_SHADER
layout(location = 0) in vertex_basic PSin;
layout(location = 0) out vec4 SV_Target0;
#ifdef DISABLE_GL42
layout(std140) uniform cb10
#else
layout(std140, binding = 10) uniform cb10
#endif
{
vec4 BGColor;
};
#ifdef DISABLE_GL42
uniform sampler2D TextureSampler;
#else
layout(binding = 0) uniform sampler2D TextureSampler;
#endif
void ps_main0()
{
vec4 c = texture(TextureSampler, PSin.t);
c.a = min(c.a * 2, 1.0);
SV_Target0 = c;
}
void ps_main1()
{
vec4 c = texture(TextureSampler, PSin.t);
c.a = BGColor.a;
SV_Target0 = c;
}
#endif