16 lines
316 B
GLSL
16 lines
316 B
GLSL
layout (location = 0) in float v_intensity;
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layout (location = 0) out vec4 v_FragColor;
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layout (binding = 0) uniform UBO
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{
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mat4 u_transform;
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mat4 u_normalTransform;
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vec4 u_color;
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vec2 u_texCoordFlipping;
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};
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void main()
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{
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v_FragColor = vec4(u_color.rgb, u_color.a * smoothstep(0.7, 1.0, v_intensity));
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}
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