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- #ifndef Use_Bindless_Texture
- uniform sampler2D tex;
- #endif
- #ifdef Use_Bindless_Texture
- flat in uvec2 handle;
- #endif
- in vec2 uv;
- in vec4 color;
- out vec4 FragColor;
- void main(void)
- {
- #ifdef Use_Bindless_Texture
- vec4 col = texture(sampler2D(handle), uv);
- #else
- vec4 col = texture(tex, uv);
- #endif
- if (col.a < 0.5) discard;
- FragColor = vec4(exp(32. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w));
- }
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