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api8/shaders/credits.fs
2023-05-03 17:24:54 +02:00

9 lines
196 B
GLSL

#version 330
uniform sampler2D tex;
in vec2 vsoTexCoord;
out vec4 fragColor;
void main(void) {
vec4 c = texture(tex, vsoTexCoord);
fragColor = vec4(c.rgb, length(c.rgb) > 0.0 ? 1.0 : 0.0);
}