pcsx2/bin/resources/shaders/opengl/merge.glsl

31 lines
489 B
GLSL

//#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