[WIP] Alpha blending enabled
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c9384eb795
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@@ -6,7 +6,7 @@
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layout(set = 1, binding = 1) uniform sampler2D texSampler[];
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layout(location = 0) in vec4 fragColor;
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layout(location = 0) in vec3 fragColor;
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layout(location = 1) in vec2 fragTexCoord;
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layout(location = 2) in flat uint instanceTextureId;
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@@ -17,5 +17,5 @@ void main() {
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/* if (sampled.a < 0.1)
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discard;
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outColor = sampled; */
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outColor = fragColor * texture(texSampler[instanceTextureId], fragTexCoord).r;
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outColor = vec4(fragColor, texture(texSampler[instanceTextureId], fragTexCoord).r);
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}
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@@ -7,7 +7,7 @@ layout(binding = 0) uniform UniformBufferObject {
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} ubo;
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec4 inColor;
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layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec2 inTexCoord;
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layout(location = 3) in vec3 instancePosition;
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@@ -15,7 +15,7 @@ layout(location = 4) in vec3 instanceRotation;
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layout(location = 5) in float instanceScale;
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layout(location = 6) in uint instanceTextureId;
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layout(location = 0) out vec4 fragColor;
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layout(location = 0) out vec3 fragColor;
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layout(location = 1) out vec2 fragTexCoord;
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layout(location = 2) out uint outInstanceTextureId;
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