ui.f.glsl (300B)
1 #include profile 2 3 precision mediump float; 4 5 in vec3 v_color; 6 in vec2 v_tex_coords; 7 8 out vec4 fragmentColor; 9 10 uniform sampler2D screen_texture; 11 12 void main() { 13 // fragmentColor = vec4(color + diffuse, 1.0); 14 fragmentColor = texture(screen_texture, v_tex_coords) + vec4(v_color, 0.0) * 0.0001; 15 }