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15 lines
288 B
GLSL
15 lines
288 B
GLSL
#version 120
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uniform sampler2D diffuseMap;
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varying vec2 diffuseMapUV;
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#include "vertexcolors.glsl"
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void main()
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{
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gl_FragData[0].rgb = vec3(1.0);
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gl_FragData[0].a = texture2D(diffuseMap, diffuseMapUV).a * getDiffuseColor().a;
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if (gl_FragData[0].a <= 0.5)
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discard;
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} |