For the root node we do not need to use blending, as it does not have any backdrop to blend into. We can use a simpler 'blit' program that only takes the content of the source and fills the texture quad with it.
6 lines
109 B
GLSL
6 lines
109 B
GLSL
void main() {
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vec4 diffuse = Texture(map, vUv);
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setOutputColor(vec4(diffuse.xyz, diffuse.a * alpha));
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}
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