ScreenLockDetector/shaders/text.frag

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#version 450
layout(location = 0) in vec4 fragColor;
layout(location = 1) in vec2 fragTexCoord;
layout(location = 0) out vec4 outColor;
layout(binding = 0, std140) uniform UniformBufferObject {
float time; // offset 0
float resX; // offset 4
float resY; // offset 8
float rotation; // offset 12
float wavePhase; // offset 16
float padding1; // offset 20
float padding2; // offset 24
} ubo;
layout(binding = 1) uniform sampler2D texSampler;
void main() {
// Sample the font texture atlas
float alpha = texture(texSampler, fragTexCoord).r;
// Apply color with alpha from texture
outColor = vec4(fragColor.rgb, fragColor.a * alpha);
}