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/* | |
* Copyright (c) 2022-2025 lax1dude. All Rights Reserved. | |
* | |
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND | |
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | |
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. | |
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, | |
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT | |
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR | |
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, | |
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | |
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | |
* POSSIBILITY OF SUCH DAMAGE. | |
* | |
*/ | |
EAGLER_IN(vec2, v_texCoords2f) | |
EAGLER_FRAG_OUT() | |
uniform sampler2D u_inputTexture; | |
uniform float u_textureLod1f; | |
uniform vec4 u_blendFactor4f; | |
uniform vec4 u_blendBias4f; | |
void main() { | |
vec4 color4f = EAGLER_TEXTURE_2D_LOD(u_inputTexture, v_texCoords2f, u_textureLod1f); | |
EAGLER_FRAG_COLOR = color4f * u_blendFactor4f + u_blendBias4f; | |
} | |