2016-12-24 15:03:37 +00:00
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#ifdef GL_ES
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// Set default precision to medium
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precision mediump int;
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precision mediump float;
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#endif
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uniform sampler2D texture;
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2017-01-15 14:51:12 +00:00
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uniform bool b_transparent;
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2016-12-24 15:03:37 +00:00
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varying vec2 v_texcoord;
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void main()
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{
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2016-12-31 11:31:38 +00:00
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// Set fragment color from texture
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2017-01-14 16:20:50 +00:00
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vec4 finalColor = vec4(texture2D(texture, v_texcoord));
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2017-01-15 14:51:12 +00:00
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if(!b_transparent)
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{
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finalColor.a = 1.0f;
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}
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2017-01-14 16:20:50 +00:00
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gl_FragColor = finalColor;
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2016-12-24 15:03:37 +00:00
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}
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