2018-09-15 17:49:16 +08:00
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(binding = 1) uniform sampler2D texSampler;
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layout(location = 0) in vec4 fragColor;
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layout(location = 1) in vec2 fragTexCoord;
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layout(location = 0) out vec4 outColor;
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void main() {
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outColor = fragColor * texture(texSampler, fragTexCoord);
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if (outColor.a < 0.5)
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discard;
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2022-04-05 02:13:03 +08:00
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}
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