32 lines
368 B
GLSL
32 lines
368 B
GLSL
#version 100
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##
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precision mediump float;
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@@
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varying vec2 vTexCoord;
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%%
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attribute vec2 aVertCoord;
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attribute vec2 aTexCoord;
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void main(void) {
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vTexCoord = aTexCoord;
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gl_Position = vec4(aVertCoord, 0.0, 1.0);
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}
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##
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uniform sampler2D uTex;
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void main(void) {
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vec4 Color = texture2D(uTex, vTexCoord)
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if (Color.a < 0.5) {
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discard;
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}
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gl_FragColor = Color;
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}
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