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