mirror of https://github.com/PCSX2/pcsx2.git
34 lines
580 B
GLSL
34 lines
580 B
GLSL
// SPDX-FileCopyrightText: 2002-2023 PCSX2 Dev Team
|
|
// SPDX-License-Identifier: LGPL-3.0+
|
|
|
|
//#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(binding = 0) uniform sampler2D TextureSampler;
|
|
|
|
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
|