20 lines
521 B
GLSL
20 lines
521 B
GLSL
layout(location = 0) in vec4 f_vertex_color;
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layout(location = 1) in vec2 f_uv;
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layout(location = 3) flat in int f_material_id;
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layout(location = 0) out vec4 o_color;
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#include "utils/constants_utils.glsl"
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#include "utils/sample_mesh_texture.glsl"
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void main()
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{
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vec4 color = sampleMeshTexture0(f_material_id, f_uv) * f_vertex_color;
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vec3 mixed_color = color.xyz;
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float alpha = color.w;
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#ifdef PBR_ENABLED
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mixed_color = convertColor(mixed_color);
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#endif
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o_color = vec4(mixed_color * alpha, alpha);
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}
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