22 lines
374 B
GLSL
22 lines
374 B
GLSL
#version 140
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in vec3 v_v3Position;
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in vec2 v_v2TexCoords;
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out vec4 f_Color;
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uniform sampler2D txAtlas;
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uniform float fBorderWidth;
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uniform vec4 v4BorderColor;
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uniform vec4 v4FillColor;
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void main() {
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// For now just honor the fill color
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vec4 color = texture(txAtlas, v_v2TexCoords) * v4FillColor;
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if (color.a <= 0.1)
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discard;
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f_Color = color;
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}
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