32 lines
737 B
GLSL
32 lines
737 B
GLSL
#version 140
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uniform sampler2D sampler;
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uniform vec4 geometryColor;
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uniform float u_opacity;
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uniform int u_mirror;
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uniform int u_untextured;
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in vec2 texcoord0;
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out vec4 fragColor;
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vec2 mirrorTex(vec2 coords) {
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vec2 mirrored = coords;
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if (u_mirror != 0) {
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mirrored.t = mirrored.t * (-1.0) + 1.0;
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}
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return mirrored;
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}
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void main() {
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vec4 color = geometryColor;
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vec2 texCoord = mirrorTex(texcoord0);
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vec4 tex = texture(sampler, texCoord);
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if (texCoord.s < 0.0 || texCoord.s > 1.0 ||
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texCoord.t < 0.0 || texCoord.t > 1.0 || u_untextured != 0) {
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tex = geometryColor;
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}
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color.rgb = tex.rgb*tex.a + color.rgb*(1.0-tex.a);
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color.a = u_opacity;
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fragColor = color;
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}
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