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blender-archive/source/blender/draw/modes/shaders/object_empty_image_frag.glsl

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2017-05-20 22:57:47 +10:00
flat in vec4 finalColor;
#ifndef USE_WIRE
in vec2 texCoord_interp;
#endif
out vec4 fragColor;
#ifndef USE_WIRE
uniform sampler2D image;
#endif
uniform int depthMode;
uniform bool useAlphaTest;
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void main()
{
#ifdef USE_WIRE
fragColor = finalColor;
#else
vec4 tex_col = texture(image, 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;
}
}
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#endif
if (depthMode == DEPTH_BACK) {
gl_FragDepth = 0.999999;
}
else if (depthMode == DEPTH_FRONT) {
gl_FragDepth = 0.000001;
}
else if (depthMode == DEPTH_UNCHANGED) {
gl_FragDepth = gl_FragCoord.z;
}
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}