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- #ifdef Use_Bindless_Texture
- layout(bindless_sampler) uniform sampler2D tex;
- #else
- uniform sampler2D tex;
- #endif
- in vec2 uv;
- in vec4 color;
- out vec4 FragColor;
- void main()
- {
- vec4 Color = texture(tex, uv);
- #ifdef Use_Bindless_Texture
- Color.xyz = pow(Color.xyz, vec3(2.2));
- #endif
- Color.xyz *= pow(color.xyz, vec3(2.2));
- Color.a *= color.a;
- // Premultiply alpha
- FragColor = vec4(Color.rgb * Color.a, Color.a);
- }
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