2016-06-30 23:54:35 +08:00
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//-----------------------------------------------------------------------------
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2017-01-14 07:00:38 +08:00
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// Indexed Mesh rendering shader
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2016-06-30 23:54:35 +08:00
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//
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// Copyright 2016 Aleksey Egorov
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//-----------------------------------------------------------------------------
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uniform vec4 color;
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2016-11-30 00:49:20 +08:00
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uniform sampler2D texture;
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2016-06-30 23:54:35 +08:00
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void main() {
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2016-11-30 00:49:20 +08:00
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if(texture2D(texture, gl_FragCoord.xy / 32.0).a < 0.5) discard;
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2016-06-30 23:54:35 +08:00
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gl_FragColor = color;
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}
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