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https://git.code.sf.net/p/quake/quakeforge
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82d1a6e6cd
While the HUD and status bar don't cut out a lot of screen (normally), they might start to make a difference when I get transparency working properly. The main thing is this is a step towards pulling the 2d rendering into another render pass so the main deferred pass is world-only.
17 lines
256 B
GLSL
17 lines
256 B
GLSL
#version 450
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layout (set = 1, binding = 0) uniform sampler2D Texture;
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layout (location = 0) in vec2 st;
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layout (location = 1) in vec4 color;
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void
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main (void)
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{
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vec4 pix;
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pix = texture (Texture, st);
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if (pix.a * color.a < 1) {
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discard;
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}
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}
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