Removes the flat shader variant since the attrib is specified for each vert loop in flat shaded mode. It was something leftover from the previous implementation.
16 lines
243 B
GLSL
16 lines
243 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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out vec4 finalColor;
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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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