26 lines
714 B
GLSL
26 lines
714 B
GLSL
#version 330 core
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// Keep in mind, I have very little idea what I'm doing when it comes
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// to these shaders, so take what you see here with a grain of salt.
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out vec4 fragColor;
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// Pixel default uniforms
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uniform vec4 uTexBounds;
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uniform sampler2D uTexture;
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uniform sampler2D uBackBuffer;
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// Our custom uniforms
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uniform float uAmount;
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void main() {
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// It is often very useful to normalize the fragment coordinate. Usually
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// represented as "uv" we do so here:
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vec2 uv = gl_FragCoord.xy / uTexBounds.zw;
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fragColor = texture(uTexture, uv);
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// uAmount is programmed to be adjustable with the left and right keys
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// inside of Pixel
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fragColor *= texture(uBackBuffer, uv).a * uAmount;
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}
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