15 lines
327 B
GLSL
15 lines
327 B
GLSL
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#version 130
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uniform sampler2D texture;
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in vec2 uv;
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noperspective in vec3 nor;
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void main(void)
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{
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vec4 tex = texture2D(texture, uv);
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if (tex.a < 0.5)
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discard;
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gl_FragData[0] = vec4(tex.xyz, 1.);
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gl_FragData[1] = vec4(0.5 * normalize(nor) + 0.5, gl_FragCoord.z);
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gl_FragData[2] = vec4(1. - tex.a);
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}
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