in vec2 texCoord_interp; out vec4 fragColor; uniform sampler2D image; uniform float alpha; uniform bool imagePremultiplied; void main() { #ifdef DRW_STATE_DO_COLOR_MANAGEMENT /* render engine has already applied the view transform. We sample the * camera images as srgb*/ vec4 color = texture_read_as_srgb(image, imagePremultiplied, texCoord_interp); #else /* Render engine renders in linearrgb. We sample the camera images as * linearrgb */ vec4 color = texture_read_as_linearrgb(image, imagePremultiplied, texCoord_interp); #endif color.a *= alpha; fragColor = color; }