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17 lines
332 B
GLSL
17 lines
332 B
GLSL
#version 450
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layout(location = 0) in vec2 v_texcoord;
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layout(location = 1) in float v_alpha;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D tex;
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void main() {
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if (v_alpha <= 0.0) {
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discard;
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}
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vec4 color = texture(tex, vec2(v_texcoord.x, 1.0 - v_texcoord.y));
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fragColor = color * v_alpha;
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}
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