26 lines
479 B
GLSL
26 lines
479 B
GLSL
#version 450
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layout (binding = 1) uniform sampler2D samplerColor;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in vec3 inNormal;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec4 color = texture(samplerColor, inUV);
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vec3 N = normalize(inNormal);
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vec4 textureColor = color;
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if (textureColor.a < 0.1) {
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//textureColor = vec4(0.2, 0.2, 0.2, 0.5);
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discard;
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}
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outFragColor = textureColor;
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// outFragColor = vec4(1, 0, 0, 1);
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} |