sprite.glsl 360 B

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  1. //@renderpasses 2,6,10
  2. //@import "std"
  3. //@vertex
  4. void main(){
  5. transformSpriteVertex();
  6. }
  7. //@fragment
  8. uniform sampler2D m_ColorTexture;
  9. uniform vec4 m_ColorFactor;
  10. uniform float m_AlphaDiscard;
  11. void main(){
  12. vec4 color=texture2D( m_ColorTexture,v_TexCoord0 ) * m_ColorFactor;
  13. if( color.a<m_AlphaDiscard ) discard;
  14. emitColorFragment( color );
  15. }