22 lines
414 B
GLSL
22 lines
414 B
GLSL
#ifndef Use_Bindless_Texture
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uniform sampler2D tex;
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#endif
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#ifdef Use_Bindless_Texture
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flat in uvec2 handle;
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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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#ifdef Use_Bindless_Texture
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vec4 col = texture(sampler2D(handle), uv);
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#else
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vec4 col = texture(tex, uv);
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#endif
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if (col.a < 0.5) discard;
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FragColor = vec4(exp(32. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w));
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}
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