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33 lines
508 B
GLSL
33 lines
508 B
GLSL
uniform sampler2D u_DiffuseMap;
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uniform int u_AlphaTest;
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varying vec2 var_DiffuseTex;
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varying vec4 var_Color;
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void main()
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{
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vec4 color = texture2D(u_DiffuseMap, var_DiffuseTex);
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float alpha = color.a * var_Color.a;
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if (u_AlphaTest == 1)
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{
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if (alpha == 0.0)
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discard;
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}
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else if (u_AlphaTest == 2)
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{
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if (alpha >= 0.5)
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discard;
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}
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else if (u_AlphaTest == 3)
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{
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if (alpha < 0.5)
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discard;
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}
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gl_FragColor.rgb = color.rgb * var_Color.rgb;
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gl_FragColor.a = alpha;
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}
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