🔧 Use new global methods for shader I/O

This commit is contained in:
Simon Schneegans
2022-06-10 07:20:21 +02:00
parent 25f2261ad6
commit 0bd0fb27b9
11 changed files with 43 additions and 77 deletions
+3 -6
View File
@@ -103,12 +103,7 @@ void main() {
vec4 fire = getFireColor(noise);
// Get the window texture.
oColor = texture2D(uTexture, iTexCoord.st);
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (oColor.a > 0) {
oColor.rgb /= oColor.a;
}
vec4 oColor = getInputColor(iTexCoord.st);
// Fade the window according to the effect mask.
oColor.a *= effectMask.x;
@@ -120,4 +115,6 @@ void main() {
// oColor = vec4(vec3(noise), 1);
// oColor = vec4(vec3(effectMask.x), 1);
// oColor = vec4(vec3(effectMask.y), 1);
setOutputColor(oColor);
}