hadean/shaders/flat.frag

15 lines
378 B
GLSL

//SpriteBatch will use texture unit 0
uniform sampler2D u_texture;
//"in" varyings from our vertex shader
varying vec4 vColor;
varying vec2 vTexCoord;
void main() {
vec4 texColor = texture2D(u_texture, vTexCoord);
if(texColor == vec4(1, 0, 1, 1) || texColor == vec4(1, 0, 0, 1)) {
gl_FragColor = vec4(0, 0, 0, 0);
} else {
gl_FragColor = texColor * vColor;
}
}