25 lines
541 B
Plaintext
25 lines
541 B
Plaintext
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#version 450
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#extension GL_GOOGLE_include_directive : enable
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#include "lib/common.glsl"
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#include "lib/forward_fragment.glsl"
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CAMERA(0, camera)
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STORAGE_BUFFER(1, Object, objects)
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SAMPLER_ARRAY(3, textures)
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void main()
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{
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vec2 texcoord0 = in_color.xy;
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uint texture0 = objects.item[in_object].textures[0];
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vec4 albedo = texture(textures[texture0], texcoord0);
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if (albedo.a < 0.5) {
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discard;
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}
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// gamma correct & write fragment
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vec3 linearColor = pow(albedo.rgb, vec3(gamma));
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out_diffuse = vec4(linearColor, albedo.a);
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}
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