//agf_include "vertex2fragment_uv2.glsl" uniform sampler2D quadTex; uniform float quadOpacityInvert; uniform float quadOpacityPremultiply; void main() { vec4 lookup = texture2D(quadTex,vertOut_UV); float opacity=lookup.a; float opacity_multiplier=1.0; if (quadOpacityInvert > 0.5) { opacity = 1.0 - opacity; } if (opacity>0.0) { opacity_multiplier = 1.0/opacity; } vec4 finalColor; finalColor.rgb = lookup.rgb*opacity_multiplier; finalColor.a = opacity; if (quadOpacityPremultiply>0.5) { finalColor.rgb = finalColor.rgb*opacity; } gl_FragColor = finalColor; }