ES-DE/resources/shaders/glsl/opacity.glsl

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// SPDX-License-Identifier: MIT
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//
// EmulationStation Desktop Edition
// opacity.glsl
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//
// Changes the opacity of textures.
// The uniform variable 'opacity' sets the opacity.
// Setting this to the value 0 results in an invisible texture.
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//
#if defined(VERTEX)
// Vertex section of code:
uniform mat4 MVPMatrix;
varying vec2 vTexCoord;
void main(void)
{
vTexCoord = gl_MultiTexCoord0.xy;
gl_Position = MVPMatrix * gl_Vertex;
}
#elif defined(FRAGMENT)
// Fragment section of code:
uniform float opacity = 1.0;
uniform sampler2D myTexture;
varying vec2 vTexCoord;
void main()
{
vec4 color = texture2D(myTexture, vTexCoord);
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gl_FragColor = vec4(color.rgb, color.a * opacity);
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}
#endif