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luanti/client/shaders/inventory_shader/opengl_fragment.glsl

44 lines
837 B
GLSL

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