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38 lines
751 B
GLSL
38 lines
751 B
GLSL
#ifdef USE_ARRAY_TEXTURE
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uniform mediump sampler2DArray baseTexture;
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#else
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uniform sampler2D baseTexture;
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#endif
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VARYING_ vec3 vNormal;
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VARYING_ vec3 vPosition;
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CENTROID_ VARYING_ lowp vec4 varColor;
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CENTROID_ VARYING_ mediump vec2 varTexCoord;
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CENTROID_ VARYING_ float varTexLayer; // actually int
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void main(void)
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{
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vec2 uv = varTexCoord.st;
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#ifdef USE_ARRAY_TEXTURE
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vec4 base = texture(baseTexture, vec3(uv, varTexLayer)).rgba;
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#else
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vec4 base = texture2D(baseTexture, uv).rgba;
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#endif
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// Handle transparency by discarding pixel as appropriate.
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#ifdef USE_DISCARD
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if (base.a == 0.0)
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discard;
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#endif
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#ifdef USE_DISCARD_REF
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if (base.a < 0.5)
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discard;
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#endif
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vec4 col = vec4(base.rgb * varColor.rgb, base.a);
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gl_FragColor = col;
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}
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