dp_generic.glsl 769 B

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  1. //
  2. #pragma anki vertShaderBegins
  3. #pragma anki include "shaders/hw_skinning.glsl"
  4. attribute vec3 position;
  5. attribute vec2 texCoords;
  6. varying vec2 texCoords_v2f;
  7. void main()
  8. {
  9. #if defined( _GRASS_LIKE_ )
  10. texCoords_v2f = texCoords;
  11. #endif
  12. #if defined( _HW_SKINNING_ )
  13. mat3 _rot;
  14. vec3 _tsl;
  15. HWSkinning( _rot, _tsl );
  16. vec3 pos_lspace = ( _rot * position) + _tsl;
  17. gl_Position = gl_ModelViewProjectionMatrix * vec4(pos_lspace, 1.0);
  18. #else
  19. gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1.0);
  20. #endif
  21. }
  22. #pragma anki fragShaderBegins
  23. uniform sampler2D diffuseMap;
  24. varying vec2 texCoords_v2f;
  25. void main()
  26. {
  27. #if defined( _GRASS_LIKE_ )
  28. vec4 _diff = texture2D( diffuseMap, texCoords_v2f );
  29. if( _diff.a == 0.0 ) discard;
  30. #endif
  31. }