712e46e468
The blinking shader is adjusted to use a shader trait vertex shader and gets generated with a shader trait variant. Overall the code is simplified to ensure that we always have a shader bound with the correct mvp matrix when rendering the icon.
13 lines
226 B
GLSL
13 lines
226 B
GLSL
uniform sampler2D sampler;
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uniform vec4 geometryColor;
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varying vec2 texcoord0;
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void main()
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{
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vec4 tex = texture2D(sampler, texcoord0);
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if (tex.a != 1.0) {
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tex = geometryColor;
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}
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gl_FragColor = tex;
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}
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