2013-12-18 19:13:17 -05:00
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#version 130
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2013-11-30 16:33:06 -05:00
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uniform sampler2D tex;
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uniform int hastex;
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uniform float objectid;
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2013-12-18 19:13:17 -05:00
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noperspective in vec3 nor;
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2014-01-09 19:31:22 -05:00
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in vec2 uv0;
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in vec2 uv1;
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2013-12-18 19:13:17 -05:00
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2013-11-30 16:33:06 -05:00
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void main() {
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2013-12-11 18:46:40 -05:00
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//if (hastex != 0) {
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2014-01-09 19:31:22 -05:00
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vec4 col = texture2D(tex, uv0);
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2013-11-30 16:33:06 -05:00
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if (col.a < 0.5)
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discard;
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2013-12-25 15:19:18 -05:00
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gl_FragData[0] = vec4(col.xyz, 1.);
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2013-12-11 18:46:40 -05:00
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//} else {
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// gl_FragData[0] = gl_Color;
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//}
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2013-11-30 16:33:06 -05:00
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2013-12-23 11:59:55 -05:00
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gl_FragData[1] = vec4(0.5 * normalize(nor) + 0.5, gl_FragCoord.z);
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2013-12-25 15:19:18 -05:00
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gl_FragData[2] = vec4(1. - col.a);
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2013-11-30 16:33:06 -05:00
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}
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