16 lines
393 B
GLSL
16 lines
393 B
GLSL
layout(location = 0) in vec4 f_vertex_color;
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layout(location = 1) in vec2 f_uv;
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layout(location = 3) flat in int f_material_id;
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layout(location = 0) out vec4 o_color;
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#include "utils/sample_mesh_texture.h"
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void main()
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{
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vec4 mixed_color = sampleMeshTexture0(f_material_id, f_uv)* f_vertex_color;
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if (mixed_color.a < 0.5)
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discard;
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o_color = vec4(mixed_color.xyz, 1.0);
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}
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