17 lines
483 B
GLSL
17 lines
483 B
GLSL
//SpriteBatch will use texture unit 0
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uniform sampler2D u_texture;
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//"in" varyings from our vertex shader
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varying vec4 vColor;
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varying vec2 vTexCoord;
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varying float vDepth;
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void main() {
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vec4 texColor = texture2D(u_texture, vTexCoord);
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if(texColor == vec4(1, 0, 1, 1) || texColor == vec4(1, 0, 0, 1) || texColor.w == 0.0) {
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discard;
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} else {
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gl_FragColor = texColor * vColor;
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gl_FragColor = vec4(vDepth / 20.0, vDepth / 20.0, vDepth / 20.0, gl_FragColor.w);
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}
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} |