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- //
- #pragma anki vertShaderBegins
- #pragma anki include "shaders/hw_skinning.glsl"
- attribute vec3 position;
- attribute vec2 texCoords;
- varying vec2 texCoords_v2f;
- void main()
- {
- #if defined( _GRASS_LIKE_ )
- texCoords_v2f = texCoords;
- #endif
- #if defined( _HW_SKINNING_ )
- mat3 _rot;
- vec3 _tsl;
- HWSkinning( _rot, _tsl );
-
- vec3 pos_lspace = ( _rot * position) + _tsl;
- gl_Position = gl_ModelViewProjectionMatrix * vec4(pos_lspace, 1.0);
- #else
- gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1.0);
- #endif
- }
- #pragma anki fragShaderBegins
- uniform sampler2D diffuseMap;
- varying vec2 texCoords_v2f;
- void main()
- {
- #if defined( _GRASS_LIKE_ )
- vec4 _diff = texture2D( diffuseMap, texCoords_v2f );
- if( _diff.a == 0.0 ) discard;
- #endif
- }
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