13 lines
258 B
GLSL
13 lines
258 B
GLSL
#version 450 core
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in vec2 vUv;
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out vec4 FragColor;
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uniform sampler2D uTexture;
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uniform vec4 uColor;
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void main() {
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vec4 texel = texture(uTexture, vUv);
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if (texel.a < 0.01) discard;
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FragColor = vec4(texel.rgb * uColor.rgb, texel.a * uColor.a);
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}
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