2014-11-01 17:38:38 -04:00
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#ifdef GL_ARB_bindless_texture
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layout(bindless_sampler) uniform sampler2D tex;
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#else
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uniform sampler2D tex;
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#endif
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in vec2 uv;
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in vec4 color;
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out vec4 FragColor;
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void main(void)
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{
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vec4 col = texture(tex, uv);
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if (col.a < 0.5) discard;
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2014-11-02 13:07:02 -05:00
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FragColor = vec4(exp(8. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w));
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2014-11-01 17:38:38 -04:00
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}
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