layout (location = 0) out vec4 f_color; layout (location = 1) out vec4 f_position; layout (location = 2) out vec4 f_normal; layout (location = 3) out vec4 f_emission; #include in vec4 a_color; uniform sampler2D u_texture0; uniform vec3 u_fogColor; uniform float u_fogFactor; uniform float u_fogCurve; uniform bool u_alphaClip; uniform bool u_dithering; uniform vec3 u_sunDir; const float BAYER_MATRIX[64] = float[]( 0.0, 32.0, 8.0, 40.0, 2.0, 34.0, 10.0, 42.0, 48.0, 16.0, 56.0, 24.0, 50.0, 18.0, 58.0, 26.0, 12.0, 44.0, 4.0, 36.0, 14.0, 46.0, 6.0, 38.0, 60.0, 28.0, 52.0, 20.0, 62.0, 30.0, 54.0, 22.0, 3.0, 35.0, 11.0, 43.0, 1.0, 33.0, 9.0, 41.0, 51.0, 19.0, 59.0, 27.0, 49.0, 17.0, 57.0, 25.0, 15.0, 47.0, 7.0, 39.0, 13.0, 45.0, 5.0, 37.0, 63.0, 31.0, 55.0, 23.0, 61.0, 29.0, 53.0, 21.0 ); float calc_bayer(vec2 pos){ ivec2 p = ivec2(mod(pos, 8.0)); return BAYER_MATRIX[p.y * 8 + p.x] / 64.0; } void main() { vec4 texColor = texture(u_texture0, a_texCoord); float alpha = a_color.a * texColor.a; // anyway it's any alpha-test alternative required if (u_dithering) { if (u_alphaClip) { float bayer = calc_bayer(gl_FragCoord.xy); if (alpha - bayer < 0.01f) { discard; } alpha = 1.0; } else if (alpha < 0.05f) { discard; } } else if (alpha < (u_alphaClip ? 0.5f : 0.15f)) { discard; } f_color = a_color * texColor; #ifndef ADVANCED_RENDER vec3 fogColor = texture(u_skybox, a_dir).rgb; f_color = mix(f_color, vec4(fogColor, 1.0), a_fog); #endif f_color.a = alpha; f_position = vec4(a_position, 1.0); f_normal = vec4(a_normal, 1.0); f_emission = vec4(vec3(a_emission), 1.0); }