LookingGlass/client/renderers/EGL/shader/cursor_rgb.frag

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#version 300 es
precision mediump float;
#include "color_blind.h"
in vec2 uv;
out vec4 color;
uniform sampler2D sampler1;
uniform int cbMode;
void main()
{
color = texture(sampler1, uv);
if (cbMode > 0)
color = cbTransform(color, cbMode);
}