[WIP] Create pipeline for transparent on screen objects
This commit is contained in:
1 parent
3c72c9b387
commit
56c0b7922f
6 files changed
+31
-11
No files matched your search
@@ -0,0 +1,21 @@
|
||||
#version 450
|
||||
|
||||
/* Each time texture count is changed this value also need to change. I have to fix it somehow. */
|
||||
|
||||
#extension GL_EXT_nonuniform_qualifier : enable
|
||||
|
||||
layout(set = 1, binding = 1) uniform sampler2D texSampler[];
|
||||
|
||||
layout(location = 0) in vec3 fragColor;
|
||||
layout(location = 1) in vec2 fragTexCoord;
|
||||
layout(location = 2) in flat uint instanceTextureId;
|
||||
|
||||
layout(location = 0) out vec4 outColor;
|
||||
|
||||
void main() {
|
||||
/* vec4 sampled = vec4(1.0, 1.0, 1.0, texture(texSampler[instanceTextureId], fragTexCoord).r);*/
|
||||
/* if (sampled.a < 0.1)
|
||||
discard;
|
||||
outColor = sampled; */
|
||||
outColor = vec4(fragColor, texture(texSampler[instanceTextureId], fragTexCoord).r);
|
||||
}
|
||||
Reference in new issue
Block a user