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accommodate inspector change
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
model_font.fs
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layout (location = 0) out vec4 oColour;
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uniform sampler2D uTexMain;
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uniform vec4 uColour;
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in vec2 aUv;
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in vec4 aNorm;
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in vec3 aCo;
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#include "motion_vectors_fs.glsl"
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#include "depth_compare.glsl"
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void main(){
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depth_compare_dither();
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compute_motion_vectors();
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oColour = texture( uTexMain, aUv ) * uColour;
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}