#if FLAG_DEFERRED #error Deferred Shading needs core profile #endif /********************Entrant********************/ varying vec2 vTexCoord; /********************Uniformes********************/ uniform sampler2D MaterialAlphaMap; uniform float MaterialAlphaThreshold; uniform vec4 MaterialDiffuse; uniform sampler2D MaterialDiffuseMap; /********************Fonctions********************/ void main() { vec4 fragmentColor = MaterialDiffuse; #if DIFFUSE_MAPPING fragmentColor *= texture2D(MaterialDiffuseMap, vTexCoord); #endif #if ALPHA_MAPPING fragmentColor.a *= texture2D(MaterialAlphaMap, vTexCoord).r; #endif #if ALPHA_TEST if (fragmentColor.a < MaterialAlphaThreshold) discard; #endif gl_FragColor = fragmentColor; }