18 lines
328 B
GLSL
18 lines
328 B
GLSL
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in vec4 uvcoordsvar;
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out vec4 FragColor;
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uniform sampler2D outlineBluredColor;
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uniform sampler2D outlineDepth;
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void main()
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{
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FragColor = texture(outlineBluredColor, uvcoordsvar.st).rgba;
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/* Modulate fill color */
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// float depth = texture(outlineDepth, uvcoordsvar.st).r;
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// if (depth != 1.0)
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// FragColor.a *= 0.1;
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}
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