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28 lines
449 B
GLSL
28 lines
449 B
GLSL
#version 430 core
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out vec4 color;
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in flat vec4 fragment_color;
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in vec3 tex_coord;
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in flat uvec2 tex_info;
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uniform sampler2D tex_T0;
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uniform float alpha_min;
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uniform float alpha_max;
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void main() {
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vec4 T0 = texture(tex_T0, tex_coord.xy);
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if (tex_info.y == 0) {
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T0.w = 1.0;
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}
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color = fragment_color * T0 * 2.0;
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if (color.a < alpha_min) {
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discard;
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}
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if (color.a > alpha_max) {
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discard;
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}
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}
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