Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
47 lines
802 B
GLSL
47 lines
802 B
GLSL
|
|
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;
|
|
|
|
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;
|
|
}
|
|
}
|
|
#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;
|
|
}
|
|
}
|