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voxy/src/main/resources/assets/zenith/shaders/lod/gl46/quads.frag
2024-01-29 11:18:16 +10:00

19 lines
569 B
GLSL

#version 460 core
layout(binding = 0) uniform sampler2D blockModelAtlas;
layout(location = 0) in vec2 uv;
layout(location = 1) in flat vec2 baseUV;
layout(location = 2) in flat vec4 colourTinting;
layout(location = 3) in flat int discardAlpha;
layout(location = 0) out vec4 outColour;
void main() {
vec2 uv = mod(uv, vec2(1))*(1f/(vec2(3,2)*256f));
vec4 colour = texture(blockModelAtlas, uv + baseUV);
if (discardAlpha == 1 && colour.a == 0.0f) {
discard;
}
outColour = colour * colourTinting;
//outColour = vec4(uv + baseUV, 0, 1);
}