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

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// bgra_to_rgba.glsl
//
// Convert from color model BGRA to RGBA.
//
#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);
gl_FragColor = vec4(color.bgr, color.a * opacity);
}
#endif