16 lines
315 B
GLSL
16 lines
315 B
GLSL
#version {VERSION}
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform float Blend;
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uniform vec3 Color;
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uniform sampler2D WorldTexture;
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out vec4 fragColor;
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void main()
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{
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vec4 c = texture(WorldTexture, gl_FragCoord.xy / textureSize(WorldTexture, 0));
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fragColor = vec4(Color, c.a) * Blend + c * (1.0 - Blend);
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}
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