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* shader: replace texture2d with texture remove unused v_color and replace deprecated texture2d with texture. * shader: use the more modern essl3 extension GL_OES_EGL_image_external_essl3 provides support for samplerExternalOES in texture function, aquamarine already use it. apply it here too.
12 lines
326 B
GLSL
12 lines
326 B
GLSL
#version 300 es
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precision highp float;
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in vec2 v_texcoord; // is in 0-1
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uniform sampler2D tex;
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uniform sampler2D texMatte;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = texture(tex, v_texcoord) * texture(texMatte, v_texcoord)[0]; // I know it only uses R, but matte should be black/white anyways.
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}
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