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- '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
15 lines
309 B
GLSL
15 lines
309 B
GLSL
#include <world_fragment_header>
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uniform sampler2D u_texture0;
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#include <__materials_fragment__>
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void main() {
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vec4 tex_color = apply_material_fragment(
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a_material, texture(u_texture0, a_texCoord)
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);
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if (tex_color.a < 0.5) {
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discard;
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}
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// depth will be written anyway
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}
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