37 lines
833 B
GLSL
37 lines
833 B
GLSL
/********************Entrant********************/
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varying vec2 vTexCoord;
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varying vec4 vColor;
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/********************Uniformes********************/
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uniform sampler2D MaterialAlphaMap;
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uniform float MaterialAlphaThreshold;
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uniform vec4 MaterialDiffuse;
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uniform sampler2D MaterialDiffuseMap;
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uniform vec2 InvTargetSize;
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/********************Fonctions********************/
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void main()
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{
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vec4 fragmentColor = MaterialDiffuse; * vColor;
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#if AUTO_TEXCOORDS
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vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
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#else
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vec2 texCoord = vTexCoord;
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#endif
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#if DIFFUSE_MAPPING
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fragmentColor *= texture2D(MaterialDiffuseMap, texCoord);
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#endif
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#if ALPHA_MAPPING
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fragmentColor.a *= texture2D(MaterialAlphaMap, texCoord).r;
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#endif
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#if ALPHA_TEST
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if (fragmentColor.a < MaterialAlphaThreshold)
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discard;
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#endif
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gl_FragColor = fragmentColor;
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} |