mirror of
https://github.com/libretro/RetroArch
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13 lines
384 B
GLSL
13 lines
384 B
GLSL
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#version 310 es
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precision highp float;
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec4 vColor;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 1) uniform highp sampler2D uTex;
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void main()
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{
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// Workaround for early drivers which fail to apply swizzle in VkImageView.
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FragColor = vec4(vColor.rgb, vColor.a * texture(uTex, vTexCoord).x);
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}
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