20 lines
487 B
GLSL
20 lines
487 B
GLSL
#version 450
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layout(location = 0) in vec2 v_texcoord;
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layout(location = 1) in vec2 o_texcoord;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D s_texture;
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layout(std140, binding = 0) uniform Params {
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vec2 viewport;
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float g_opacity;
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float o_opacity;
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};
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void main() {
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vec4 result = texture(s_texture, v_texcoord);
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vec4 over = texture(s_texture, o_texcoord);
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result = result * (1.0 - o_opacity) + over * o_opacity;
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fragColor = result * g_opacity;
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}
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