.link = shader_menu_link,
.vs =
{
-.orig_file = "../../shaders/standard.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
""},
.fs =
{
-.orig_file = "../../shaders/unlit.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
"\n"
"void main()\n"
"{\n"
-" vec3 diffuse = texture( uTexMain, aUv ).rgb;\n"
-" FragColor = vec4( diffuse, 1.0 );\n"
+" vec4 diffuse = texture( uTexMain, aUv );\n"
+"\n"
+" if( diffuse.a < 0.5 )\n"
+" discard;\n"
+"\n"
+" FragColor = vec4( diffuse.rgb, 1.0 ) * uColour;\n"
"}\n"
""},
};
static GLuint _uniform_menu_uTexMain;
static GLuint _uniform_menu_uColour;
static void shader_menu_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_menu_uMdl, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4x3fv(_uniform_menu_uMdl,1,GL_FALSE,(float*)m);
}
static void shader_menu_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_menu_uPv, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4fv(_uniform_menu_uPv,1,GL_FALSE,(float*)m);
}
static void shader_menu_uTexMain(int i){
- glUniform1i( _uniform_menu_uTexMain, i );
+ glUniform1i(_uniform_menu_uTexMain,i);
}
static void shader_menu_uColour(v4f v){
- glUniform4fv( _uniform_menu_uColour, 1, v );
+ glUniform4fv(_uniform_menu_uColour,1,v);
}
static void shader_menu_register(void){
vg_shader_register( &_shader_menu );