Also get rid of the unneccessary double bg_alpha followed by divide by alpha step when rendering interleaved and premult
12 lines
176 B
GLSL
12 lines
176 B
GLSL
#version GLSL_VERSION
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uniform sampler2D image;
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in vec2 texcoord;
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out vec4 color;
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void main() {
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color = texture(image, texcoord);
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color = vec4(color.rgb, color.a);
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}
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