18 lines
412 B
GLSL
18 lines
412 B
GLSL
#version 430 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D screenTexture;
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uniform vec3 color;
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void main(){
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vec4 textureColor = texture(screenTexture, TexCoords);
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textureColor.r = textureColor.r * color.r;
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textureColor.g = textureColor.g * color.g;
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textureColor.b = textureColor.b * color.b;
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if(textureColor.a < 0.1){
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discard;
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}
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FragColor = textureColor;
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} |