Files
OpenRA/glsl/postprocess_tint.frag
2023-10-23 22:42:33 +03:00

15 lines
250 B
GLSL

#version {VERSION}
#ifdef GL_ES
precision mediump float;
#endif
uniform vec3 Tint;
uniform sampler2D WorldTexture;
out vec4 fragColor;
void main()
{
vec4 c = texelFetch(WorldTexture, ivec2(gl_FragCoord.xy), 0);
fragColor = vec4(Tint, c.a) * c;
}