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- uniform sampler2D u_atlas;
- varying vec2 v_textureCoordinates;
- #ifdef RENDER_FOR_PICK
- varying vec4 v_pickColor;
- #else
- varying vec4 v_color;
- #endif
- void main()
- {
- #ifdef RENDER_FOR_PICK
- vec4 vertexColor = vec4(1.0, 1.0, 1.0, 1.0);
- #else
- vec4 vertexColor = v_color;
- #endif
-
- vec4 color = texture2D(u_atlas, v_textureCoordinates) * vertexColor;
- if (color.a == 0.0)
- {
- discard;
- }
-
- #ifdef RENDER_FOR_PICK
- gl_FragColor = v_pickColor;
- #else
- gl_FragColor = color;
- #endif
- }
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