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13 lines
242 B
GLSL
13 lines
242 B
GLSL
precision highp float;
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varying vec2 varTexcoord;
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varying float varIntensity;
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uniform sampler2D texture;
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void main (void)
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{
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vec4 f = texture2D(texture, varTexcoord.st, 0.0);
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gl_FragColor = vec4(f.r * varIntensity, f.g, f.b, 0.0);
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}
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