VoxelEngine/res/shaders/main.glslf
2025-04-29 15:59:52 +03:00

29 lines
674 B
GLSL

in vec4 a_color;
in vec2 a_texCoord;
in float a_fog;
in vec3 a_dir;
out vec4 f_color;
uniform sampler2D u_texture0;
uniform samplerCube u_cubemap;
uniform bool u_alphaClip;
uniform bool u_debugLights;
void main() {
vec3 fogColor = texture(u_cubemap, a_dir).rgb;
vec4 tex_color = texture(u_texture0, a_texCoord);
if (u_debugLights)
tex_color.rgb = vec3(1.0);
float alpha = a_color.a * tex_color.a;
if (u_alphaClip) {
if (alpha < 0.2f)
discard;
alpha = 1.0;
} else {
if (alpha < 0.002f)
discard;
}
f_color = mix(a_color * tex_color, vec4(fogColor,1.0), a_fog);
f_color.a = alpha;
}