| #version 150 core |
| |
| #if defined(SPRITE) |
| in vec4 fTexS; |
| #elif defined(DEFORM) |
| in vec2 fTex; |
| #endif |
| |
| #if defined(COLOR) |
| in vec4 fColor; |
| #else |
| in float fFade; |
| #endif |
| |
| #if defined(TABLE) |
| in vec2 tt; |
| uniform sampler2D colortable; |
| #endif |
| |
| out vec4 fragColor; |
| |
| uniform sampler2D _qt_texture; |
| uniform float qt_Opacity; |
| |
| void main() |
| { |
| #if defined(SPRITE) |
| fragColor = mix(texture(_qt_texture, fTexS.xy), texture(_qt_texture, fTexS.zw), tt.y) |
| * fColor |
| * texture(colortable, tt) |
| * qt_Opacity; |
| #elif defined(TABLE) |
| fragColor = texture(_qt_texture, fTex) |
| * fColor |
| * texture(colortable, tt) |
| * qt_Opacity; |
| #elif defined(DEFORM) |
| fragColor = texture(_qt_texture, fTex) * fColor * qt_Opacity; |
| #elif defined(COLOR) |
| fragColor = texture(_qt_texture, gl_PointCoord) * fColor * qt_Opacity; |
| #else |
| fragColor = texture(_qt_texture, gl_PointCoord) * fFade * qt_Opacity; |
| #endif |
| } |