<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // hmd_ui.frag // fragment shader // // Created by Sam Gondelman on 9/28/17. // Copyright 2017 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // <@include render-utils/ShaderConstants.h@> LAYOUT(binding=0) uniform sampler2D hudTexture; struct HUDData { float alpha; }; LAYOUT_STD140(binding=0) uniform hudBuffer { HUDData hud; }; layout(location=RENDER_UTILS_ATTR_TEXCOORD01) in vec4 _texCoord01; #define _texCoord0 _texCoord01.xy #define _texCoord1 _texCoord01.zw layout(location=0) out vec4 fragColor0; void main() { vec4 color = texture(hudTexture, _texCoord0); color.a *= hud.alpha; if (color.a <= 0.0) { discard; } fragColor0 = color; }