* Remove support for diffuse color in the pbvh buffers. * Upload raw data to GPU. * Only draw nodes that have mask data when drawing the overlay. This should fix T56466
20 lines
300 B
GLSL
20 lines
300 B
GLSL
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uniform mat4 ModelViewProjectionMatrix;
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in vec3 pos;
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in float msk;
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#ifdef SHADE_FLAT
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flat out vec4 finalColor;
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#else
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out vec4 finalColor;
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#endif
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void main()
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{
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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float mask = 1.0 - msk * 0.75;
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finalColor = vec4(mask, mask, mask, 1.0);
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}
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