26 lines
516 B
GLSL
26 lines
516 B
GLSL
#version 450
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layout (location = 0) in vec3 vertexViewSpacePosition;
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layout (location = 1) in vec2 vertexTexCoords;
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layout (location = 0) out vec4 fragAlbedo;
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layout (binding = 0) uniform sampler2D albedoTextureID;
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uniform vec3 albedoColor;
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void main()
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{
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// Texturing
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vec4 texelColor = texture(albedoTextureID, vertexTexCoords);
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// Discard fragment if transparent
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if (texelColor.a < 0.5f)
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{
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discard;
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}
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// Final color
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fragAlbedo = vec4(albedoColor.rgb, 1);
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}
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