ExperimentalGear/shaders/blackLaser.fs

21 lines
377 B
GLSL

#version 330
#extension GL_ARB_separate_shader_objects : enable
layout(location=1) in vec2 fsTex;
layout(location=0) out vec4 target;
uniform sampler2D mainTex;
void main()
{
float x = fsTex.x;
if (x < 0.0 || x > 1.0)
{
target = vec4(0);
return;
}
vec4 mainColor = texture(mainTex, vec2(x,fsTex.y));
target = vec4(0.0, 0.0, 0.0, mainColor.a);
}