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DonkeyKong64 grind crash
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
model_gate_lq.fs
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out vec4 FragColor;
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uniform float uTime;
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uniform vec3 uCam;
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uniform vec2 uInvRes;
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uniform vec4 uColour;
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in vec3 aNorm;
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in vec2 aUv;
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in vec3 aCo;
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void main()
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{
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vec2 ssuv = gl_FragCoord.xy;
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float opacity = 1.0-smoothstep(0.0,1.0,aUv.y+uColour.a);
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vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );
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float dither = fract( vDither.g / 71.0 ) - 0.5;
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if( opacity+dither<0.5 )
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discard;
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FragColor = uColour;
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}