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20 lines
415 B
GLSL
20 lines
415 B
GLSL
#version 300 es
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precision highp float;
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precision highp sampler2D;
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out vec4 out_color;
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in vec4 vtx_color;
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in vec2 vtx_uv;
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uniform sampler2D tex;
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void main() {
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//HACK: if vtx_uv is (0, 0) then the texture is not used
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//disabling this will cause blinking
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if (vtx_uv.x == 0.0 && vtx_uv.y == 0.0) {
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out_color = vtx_color;
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return;
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}
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out_color = texture(tex, vtx_uv) * vtx_color;
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}
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