/* * kmscon - Fragment Shader * * Copyright (c) 2011-2012 David Herrmann * Copyright (c) 2011 University of Tuebingen * * 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. */ /* * Fragment Shader * A basic fragment shader which applies a 2D texture. */ precision mediump float; uniform sampler2D texture; uniform vec3 fgcolor; uniform vec3 bgcolor; varying vec2 texpos; void main() { float alpha = texture2D(texture, texpos).a; vec3 val = alpha * fgcolor + (1.0 - alpha) * bgcolor; gl_FragColor = vec4(val, 1.0); }