n64-emu/third_party/parallel-rdp-standalone/parallel-rdp/shaders/vi_blend_fields.frag
2023-08-06 14:03:29 +09:00

33 lines
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1.5 KiB
GLSL

#version 450
/* Copyright (c) 2020 Themaister
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#extension GL_EXT_samplerless_texture_functions : require
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 0) uniform texture2D uImage;
void main()
{
// A persistent pixel does not propagate more than one frame.
vec4 input_pixel = texelFetch(uImage, ivec2(gl_FragCoord.xy), 0);
FragColor = vec4(input_pixel.rgb * input_pixel.a, 0.0);
}