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https://github.com/zhenyan121/Cubed.git
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* 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
16 lines
261 B
GLSL
16 lines
261 B
GLSL
#version 460
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in vec2 tc;
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flat in int tex_layer;
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out vec4 color;
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layout (binding = 0) uniform sampler2DArray samp;
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void main(void) {
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color = texture(samp, vec3(tc, tex_layer));
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if (color.a < 0.8) {
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discard;
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}
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//color = varyingColor;
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}
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