//#version 420 // Keep it for editor detection #ifdef FRAGMENT_SHADER in vec4 PSin_p; in vec2 PSin_t; in vec4 PSin_c; uniform vec4 BGColor; layout(location = 0) out vec4 SV_Target0; void ps_main0() { vec4 c = texture(TextureSampler, PSin_t); // Note: clamping will be done by fixed unit c.a *= 2.0f; SV_Target0 = c; } void ps_main1() { vec4 c = texture(TextureSampler, PSin_t); c.a = BGColor.a; SV_Target0 = c; } #endif