30 lines
479 B
GLSL
30 lines
479 B
GLSL
#version 330 core
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// shader outputs
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layout (location = 0) out vec4 frag;
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// color accumulation buffer
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uniform sampler2D texture;
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void main(){
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// fragment coordination
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ivec2 coords = ivec2(gl_FragCoord.xy);
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// fragment color
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vec4 color = texelFetch(texture, coords, 0);
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float val = color.r;
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// if(color.r < 0.5){z
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// discard;
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// }
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vec4 outColor = vec4(0);
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if(val == 1){
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outColor = vec4(0,0,0,0.5);
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// outColor.a = 1;
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}
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frag = outColor;
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} |