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28 lines
608 B
GLSL
28 lines
608 B
GLSL
//
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// Fragment shader for testing the discard command
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//
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// Author: Randi Rost
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//
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// Copyright (c) 2002-2004 3Dlabs Inc. Ltd.
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//
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// See 3Dlabs-License.txt for license information
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//
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varying vec3 DiffuseColor;
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varying vec3 SpecularColor;
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uniform vec2 Scale;
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uniform vec2 Threshold;
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uniform vec3 SurfaceColor;
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void main (void)
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{
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float ss = fract(gl_TexCoord[0].s * Scale.s);
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float tt = fract(gl_TexCoord[0].t * Scale.t);
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if ((ss > Threshold.s) && (tt > Threshold.t)) discard;
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vec3 finalColor = SurfaceColor * DiffuseColor + SpecularColor;
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gl_FragColor = vec4 (finalColor, 1.0);
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}
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