Hyprland/src/render/shaders/glsl/rgbx.frag
Tom Englund f464dfbefa
shader: replace texture2d with texture (#10893)
* shader: replace texture2d with texture

remove unused v_color and replace deprecated texture2d with texture.

* shader: use the more modern essl3 extension

GL_OES_EGL_image_external_essl3 provides support for samplerExternalOES
in texture function, aquamarine already use it. apply it here too.
2025-07-01 11:32:00 +02:00

35 lines
734 B
GLSL

#version 300 es
#extension GL_ARB_shading_language_include : enable
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
uniform float alpha;
#include "rounding.glsl"
uniform int discardOpaque;
uniform int discardAlpha;
uniform int discardAlphaValue;
uniform int applyTint;
uniform vec3 tint;
layout(location = 0) out vec4 fragColor;
void main() {
if (discardOpaque == 1 && alpha == 1.0)
discard;
vec4 pixColor = vec4(texture(tex, v_texcoord).rgb, 1.0);
if (applyTint == 1) {
pixColor[0] = pixColor[0] * tint[0];
pixColor[1] = pixColor[1] * tint[1];
pixColor[2] = pixColor[2] * tint[2];
}
if (radius > 0.0)
pixColor = rounding(pixColor);
fragColor = pixColor * alpha;
}