wlroots/render/gles2/shaders/tex_external.frag

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#extension GL_OES_EGL_image_external : require
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
varying vec2 v_texcoord;
uniform samplerExternalOES texture0;
uniform float alpha;
uniform mat4 color_matrix;
void main() {
gl_FragColor = color_matrix * texture2D(texture0, v_texcoord) * alpha;
}