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10 lines
210 B
GLSL
10 lines
210 B
GLSL
in vec2 a_textureCoord;
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in vec4 a_color;
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out vec4 f_color;
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uniform sampler2D u_texture;
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void main(){
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f_color = a_color * texture(u_texture, a_textureCoord);
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if (f_color.a == 0.0) discard;
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}
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