2024-08-25 12:42:26 +00:00
|
|
|
#version 150
|
|
|
|
#define FRAGMENT_SHADER
|
|
|
|
#define POSITION_TEX
|
|
|
|
|
|
|
|
#moj_import <util.glsl>
|
|
|
|
#moj_import <texture.glsl>
|
2024-08-25 12:43:53 +00:00
|
|
|
#moj_import <version.glsl>
|
2024-08-25 12:42:26 +00:00
|
|
|
|
|
|
|
uniform sampler2D Sampler0;
|
|
|
|
|
|
|
|
uniform vec4 ColorModulator;
|
|
|
|
|
|
|
|
in vec2 texCoord0;
|
|
|
|
|
|
|
|
out vec4 fragColor;
|
|
|
|
|
|
|
|
void main() {
|
|
|
|
transform.textureUV = texCoord0;
|
|
|
|
transform.color = texture(Sampler0, texCoord0);
|
|
|
|
transform.colorMod = ColorModulator;
|
|
|
|
|
|
|
|
if(transform.color.a == 0.0 || transform.color.a == 1.0 / 255.0)
|
|
|
|
discard;
|
|
|
|
|
|
|
|
ivec4 check = getVertex(Sampler0, 0, 1);
|
|
|
|
if(ivec2(transform.textureUV * textureSize(Sampler0, 0)) == ivec2(0, 0) && check == ivec4(0))
|
|
|
|
discard;
|
|
|
|
|
|
|
|
fragColor = transform.color * transform.colorMod;
|
|
|
|
}
|