Terrain4J_Experimental_branch/resources/EngineResources/SpriteShaders/sprite_translucent_fragment.glsl
2026-08-14 22:22:03 +01:00

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466 B
GLSL

#version 450
const int MAX_TEXTURES = 128;
layout(location = 0) in vec2 inUV;
layout(location = 0) out vec4 outColor;
layout(push_constant) uniform pc {
layout(offset = 24) uint textureIndex;
} push_constants;
layout(set = 1, binding = 0) uniform sampler2D spriteTextures[MAX_TEXTURES];
void main() {
vec4 tex = texture(spriteTextures[push_constants.textureIndex], inUV);
outColor = tex;
if(outColor.a >= 0.9 || outColor.a <= 0.001){discard;}
}