dp_generic.glsl 795 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. uniform mat4 modelViewProjectionMat;
  7. varying vec2 texCoords_v2f;
  8. void main()
  9. {
  10. #if defined( _GRASS_LIKE_ )
  11. texCoords_v2f = texCoords;
  12. #endif
  13. #if defined( _HW_SKINNING_ )
  14. mat3 _rot;
  15. vec3 _tsl;
  16. HWSkinning( _rot, _tsl );
  17. vec3 pos_lspace = ( _rot * position) + _tsl;
  18. gl_Position = modelViewProjectionMat * vec4(pos_lspace, 1.0);
  19. #else
  20. gl_Position = modelViewProjectionMat * vec4(position, 1.0);
  21. #endif
  22. }
  23. #pragma anki fragShaderBegins
  24. uniform sampler2D diffuseMap;
  25. varying vec2 texCoords_v2f;
  26. void main()
  27. {
  28. #if defined( _GRASS_LIKE_ )
  29. vec4 _diff = texture2D( diffuseMap, texCoords_v2f );
  30. if( _diff.a == 0.0 ) discard;
  31. #endif
  32. }