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DonkeyKong64 grind crash
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
model_menu.fs
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out vec4 FragColor;
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uniform sampler2D uTexMain;
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uniform vec4 uColour;
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in vec4 aColour;
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in vec2 aUv;
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in vec3 aNorm;
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in vec3 aCo;
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void main()
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{
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vec4 diffuse = texture( uTexMain, aUv );
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if( diffuse.a < 0.5 )
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discard;
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FragColor = vec4( diffuse.rgb, 1.0 ) * uColour;
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}