31 lines
717 B
GLSL
31 lines
717 B
GLSL
#version 400 core
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in vec2 textureCoords;
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out vec4 color;
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uniform sampler2D guiTexture;
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uniform sampler2D backgroundTexture;
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uniform float brightness; // 1.0 = normal
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uniform vec3 tintColor; // (0,0,0) = kein Tint
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uniform float tintStrength; // 0.0 = aus
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uniform bool hasForeground;
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uniform bool hasBackground;
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void main(void) {
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vec4 fg = hasForeground ? texture(guiTexture, textureCoords) : vec4(0.0);
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vec4 bg = hasBackground ? texture(backgroundTexture, textureCoords) : vec4(0.0);
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vec4 textureColor = mix(bg, fg, fg.a);
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textureColor.rgb *= brightness;
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//Tint (Overlay)
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textureColor.rgb = mix(textureColor.rgb, tintColor, tintStrength);
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color = textureColor;
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} |