BillboardCollectionFS.glsl 511 B

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  1. uniform sampler2D u_atlas;
  2. varying vec2 v_textureCoordinates;
  3. #ifdef RENDER_FOR_PICK
  4. varying vec4 v_pickColor;
  5. #else
  6. varying vec4 v_color;
  7. #endif
  8. void main()
  9. {
  10. #ifdef RENDER_FOR_PICK
  11. vec4 vertexColor = vec4(1.0, 1.0, 1.0, 1.0);
  12. #else
  13. vec4 vertexColor = v_color;
  14. #endif
  15. vec4 color = texture2D(u_atlas, v_textureCoordinates) * vertexColor;
  16. if (color.a == 0.0)
  17. {
  18. discard;
  19. }
  20. #ifdef RENDER_FOR_PICK
  21. gl_FragColor = v_pickColor;
  22. #else
  23. gl_FragColor = color;
  24. #endif
  25. }