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14 lines
448 B
GLSL
14 lines
448 B
GLSL
// fragment shader
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#version 330
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in vec2 fragTexCoord;
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uniform sampler2D texture0;
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out vec4 finalColor;
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uniform float ext_alpha;
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void main() {
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vec4 texColor = texture(texture0, fragTexCoord);
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vec3 last_color = vec3(1.0, 253.0/255.0, (186.0*0.80)/255.0);
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// Use luminance as alpha (0.0 = transparent, 1.0 = opaque)
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float alpha = ((texColor.r + texColor.g + texColor.b)/3)*0.70;
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finalColor = vec4(last_color, alpha * ext_alpha);
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}
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