//#version 420 // Keep it for editor detection struct vertex_basic { vec4 p; vec2 t; }; #if !GL_ES && __VERSION__ > 140 in SHADER { vec4 p; vec2 t; } PSin; #define PSin_p (PSin.p) #define PSin_t (PSin.t) #else #ifdef DISABLE_SSO in vec4 SHADERp; in vec2 SHADERt; #else layout(location = 0) in vec4 SHADERp; layout(location = 1) in vec2 SHADERt; #endif #define PSin_p SHADERp #define PSin_t SHADERt #endif #ifdef FRAGMENT_SHADER 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 ENABLE_BINDLESS_TEX layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler; #else #ifdef DISABLE_GL42 uniform sampler2D TextureSampler; #else layout(binding = 0) uniform sampler2D TextureSampler; #endif #endif void ps_main0() { vec4 c = texture(TextureSampler, PSin_t); c.a = min(c.a * 2.0, 1.0); SV_Target0 = c; } void ps_main1() { vec4 c = texture(TextureSampler, PSin_t); c.a = BGColor.a; SV_Target0 = c; } #endif