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flat in vec4 finalColor;
#ifndef USE_WIRE
in vec2 texCoord_interp;
#endif
out vec4 fragColor;
#ifndef USE_WIRE
uniform sampler2D image;
uniform bool imagePremultiplied;
#endif
uniform int depthMode;
uniform bool useAlphaTest;
void main()
{
#ifdef USE_WIRE
fragColor = finalColor;
#else
vec4 tex_col = texture_read_as_srgb(image, imagePremultiplied, texCoord_interp);
fragColor = finalColor * tex_col;
if (useAlphaTest) {
/* Arbitrary discard anything below 5% opacity.
* Note that this could be exposed to the User. */
if (tex_col.a < 0.05) {
discard;
}
else {
fragColor.a = 1.0;
}
}
#endif
if (depthMode == DEPTH_BACK) {
gl_FragDepth = 0.999999;
#ifdef USE_WIRE
gl_FragDepth -= 1e-5;
#endif
}
else if (depthMode == DEPTH_FRONT) {
gl_FragDepth = 0.000001;
#ifdef USE_WIRE
gl_FragDepth -= 1e-5;
#endif
}
else if (depthMode == DEPTH_UNCHANGED) {
gl_FragDepth = gl_FragCoord.z;
}
}
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