Files
Cubed/assets/shaders/block_f_shader.glsl
zhenyan121 d0bc8d627f 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
2026-06-11 12:21:19 +08:00

16 lines
261 B
GLSL

#version 460
in vec2 tc;
flat in int tex_layer;
out vec4 color;
layout (binding = 0) uniform sampler2DArray samp;
void main(void) {
color = texture(samp, vec3(tc, tex_layer));
if (color.a < 0.8) {
discard;
}
//color = varyingColor;
}