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30 lines
720 B
Plaintext
30 lines
720 B
Plaintext
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/* Inputs from the vertex shader */
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varying vec4 frag_color;
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varying vec2 tex_coord;
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/* Texturing options */
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uniform bool texture_2d_enabled;
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uniform sampler2D texture_unit;
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uniform bool alpha_only;
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void
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main (void)
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{
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if (texture_2d_enabled)
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{
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if (alpha_only)
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{
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/* If the texture only has an alpha channel (eg, with the
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textures from the pango renderer) then the RGB components
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will be black. We want to use the RGB from the current
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color in that case */
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gl_FragColor = frag_color;
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gl_FragColor.a *= texture2D (texture_unit, tex_coord).a;
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}
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else
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gl_FragColor = frag_color * texture2D (texture_unit, tex_coord);
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}
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else
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gl_FragColor = frag_color;
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}
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