Shader/SPIRV: Add support for swizzling with one component
This commit is contained in:
@@ -75,8 +75,7 @@ fn main(input: FragIn) -> FragOut
|
||||
diffuseColor *= MaterialDiffuseMap.Sample(input.uv);
|
||||
|
||||
const if (HasAlphaTexture)
|
||||
// TODO: diffuseColor.w *= MaterialAlphaMap.Sample(input.uv)).x
|
||||
diffuseColor = vec4<f32>(diffuseColor.x, diffuseColor.y, diffuseColor.z, MaterialAlphaMap.Sample(input.uv).x * diffuseColor.w);
|
||||
diffuseColor.w *= MaterialAlphaMap.Sample(input.uv).x;
|
||||
|
||||
const if (AlphaTest)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user