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add block material shaders
- 'shader' property of block materials: shaders/materials/<name>.glslv, .glslf with material_vertex / material_fragment hooks and #param uniforms - material shaders code is included into main, translucent and shadows programs through generated headers, no extra draw calls - chunk vertex normal.w byte replaced with 'flags': bit 7 - emission flag, bits 0-6 - material shader index (vertex format size is not changed) - doc/*/block-materials.md
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33 changed files with 761 additions and 53 deletions
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@ -14,8 +14,12 @@ uniform bool u_debugNormals;
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#include <shadows>
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#include <__materials_fragment__>
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void main() {
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vec4 texColor = texture(u_texture0, a_texCoord);
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vec4 texColor = apply_material_fragment(
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a_material, texture(u_texture0, a_texCoord)
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);
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float alpha = texColor.a;
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if (u_alphaClip) {
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if (alpha < 0.2f)
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