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Terrarum/src/shaders/demultiply.frag
2023-02-28 17:32:52 +09:00

18 lines
383 B
GLSL

#version 150
#ifdef GL_ES
precision mediump float;
#endif
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
vec2 boolean = vec2(0.0, 1.0);
out vec4 fragColor;
void main() {
vec4 inColor = v_color * (texture(u_texture, v_texCoords));
vec4 divided = inColor / pow(inColor.aaaa, vec4(2.0));
fragColor = divided * boolean.yyyx + inColor * boolean.xxxy;
}