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- /// Control defines:
- /// ALPHA_TESTING, HARDWARE_SKINNING
- #pragma anki vertShaderBegins
- #pragma anki include "shaders/hw_skinning.glsl"
- uniform mat4 modelViewProjectionMat;
- in vec3 position;
- #if defined(ALPHA_TESTING)
- in vec2 texCoords;
- out vec2 vTexCoords;
- #endif
- void main()
- {
- #if defined(ALPHA_TESTING)
- vTexCoords = texCoords;
- #endif
- #if defined(HARDWARE_SKINNING)
- mat3 _rot_;
- vec3 _tsl_;
- HWSkinning(_rot_, _tsl_);
- vec3 _posLocalSpace_ = (_rot_ * position) + _tsl_;
- gl_Position = modelViewProjectionMat * vec4(_posLocalSpace_, 1.0);
- #else
- gl_Position = modelViewProjectionMat * vec4(position, 1.0);
- #endif
- }
- #pragma anki fragShaderBegins
- #if defined(ALPHA_TESTING)
- uniform sampler2D diffuseMap;
- in vec2 vTexCoords;
- #endif
- void main()
- {
- #if defined(ALPHA_TESTING)
- if(texture2D(diffuseMap, vTexCoords).a == 0.0)
- {
- discard;
- }
- #endif
- }
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