21 lines
343 B
GLSL
21 lines
343 B
GLSL
#version 330 core
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uniform sampler2DArray block_texture_array;
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in vec3 frag_texture;
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in float frag_lighting;
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out vec4 fragment_color;
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void main()
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{
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fragment_color = texture(block_texture_array, frag_texture);
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if (fragment_color.w == 0.0f)
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{
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discard;
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}
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fragment_color = vec4(fragment_color.xyz * frag_lighting, fragment_color.w);
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} |