doom3quest/Projects/Android/jni/d3es-multithread-master/neo/renderer/glsl/zfillShaderFP.cpp

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/*
* This file is part of the D3wasm project (http://www.continuation-labs.com/projects/d3wasm)
* Copyright (c) 2019 Gabriel Cuvillier.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "glsl_shaders.h"
const char * const zfillShaderFP = R"(
#version 300 es
precision mediump float;
// In
in vec2 var_TexDiffuse;
// Uniforms
uniform sampler2D u_fragmentMap0;
uniform lowp float u_alphaTest;
uniform lowp vec4 u_glColor;
// Out
layout(location = 0) out vec4 fragColor;
void main()
{
if (u_alphaTest > texture(u_fragmentMap0, var_TexDiffuse).a) {
discard;
}
fragColor = u_glColor;
}
)";