// VERTEX_SHADER:
+uniform vec4 u_color;
+
+_OUT_ vec4 final_color;
+
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
vUv = vec2(aUv.x, aUv.y);
+
+ final_color = u_color;
+ // pre-multiply
+ final_color.rgb *= final_color.a;
+ final_color *= u_alpha;
}
// FRAGMENT_SHADER:
-uniform vec4 u_color;
+
+_IN_ vec4 final_color;
void main() {
vec4 diffuse = Texture(u_source, vUv);
- vec4 color = u_color;
-
- // pre-multiply
- color.rgb *= color.a;
-
- // u_source is drawn using cairo, so already pre-multiplied.
- color = vec4(color.rgb * diffuse.a * u_alpha,
- color.a * diffuse.a * u_alpha);
- setOutputColor(color);
+ setOutputColor(final_color * diffuse.a);
}