mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-06-18 00:27:02 +08:00
refactor: transparent render (#14)
* fix(renderer): defer uniform location retrieval and add view matrix in outline rendering * refactor(gameplay): encapsulate per-type vertex data into VertexData struct * feat(rendering): separate transparent blocks into discard and blend modes * feat(renderer): implement order-independent transparency * fix(shaders): reduce alpha discard threshold to 0.8
This commit is contained in:
11
assets/shaders/block_composite_v_shader.glsl
Normal file
11
assets/shaders/block_composite_v_shader.glsl
Normal file
@@ -0,0 +1,11 @@
|
||||
#version 460
|
||||
|
||||
layout (location = 0) in vec2 pos;
|
||||
layout (location = 1) in vec2 texCoord;
|
||||
|
||||
out vec2 TexCoord;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(pos.x, pos.y, 0.0, 1.0);
|
||||
TexCoord = texCoord;
|
||||
}
|
||||
Reference in New Issue
Block a user