cursor.frag.glsl 266 B

123456789101112
  1. #version 330
  2. uniform vec3 tint;
  3. #ifdef SPIRV
  4. uniform sampler2D gbufferD; // vulkan unit align
  5. #endif
  6. uniform sampler2D tex;
  7. in vec2 texCoord;
  8. out vec4 FragColor;
  9. void main() {
  10. vec4 col = texture(tex, texCoord);
  11. FragColor = vec4((col.rgb / col.a) * tint, col.a);
  12. }