20 lines
527 B
GLSL
20 lines
527 B
GLSL
#version 450
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layout (constant_id = 0) const float alpha_test_threshold = 0.;
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layout(set=1,binding=0) uniform sampler2D sTexture0;
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layout(set=2,binding=0) uniform sampler2D sLightmap;
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layout(location=0) in vec3 vPos;
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layout(location=1) in vec2 vTexture0;
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layout(location=2) in vec2 vLightmapUV;
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layout(location=3) in vec4 vColor;
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layout(location = 0) out vec4 outColor;
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void main() {
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outColor = texture(sTexture0, vTexture0) * vColor * texture(sLightmap, vLightmapUV);
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if (outColor.a < alpha_test_threshold)
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discard;
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}
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