15 lines
307 B
GLSL
15 lines
307 B
GLSL
uniform sampler2D u_image;
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uniform sampler2D u_color_ramp;
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uniform float u_opacity;
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in vec2 v_pos;
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void main() {
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float t = texture(u_image, v_pos).r;
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vec4 color = texture(u_color_ramp, vec2(t, 0.5));
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fragColor = color * u_opacity;
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#ifdef OVERDRAW_INSPECTOR
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fragColor = vec4(0.0);
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#endif
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}
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