Files
jak-project/game/graphics/opengl_renderer/shaders/direct_basic_textured.frag
T
ManDude 2e18cb605a [runtime] optimize DirectRenderer for multiple textures + optimize sprite renderer (#1054)
* optimize sprite texture flush + update shaders

* fix bugs

* change logic a bit

* crunch PNGs

* hud size fix

* clang

* remove shaders from list

* use really small alpha cut-off point for sprites

* ad `flat` to vertex shaders too

* increase cut-off very slightly

* take *2 into account

* ok for real this should be good enough
2022-01-06 18:47:20 -05:00

48 lines
1.3 KiB
GLSL

#version 430 core
out vec4 color;
in vec4 fragment_color;
in vec3 tex_coord;
uniform float alpha_reject;
in flat uvec2 tex_info;
layout (binding = 20) uniform sampler2D tex_T0;
layout (binding = 21) uniform sampler2D tex_T1;
layout (binding = 22) uniform sampler2D tex_T2;
layout (binding = 23) uniform sampler2D tex_T3;
layout (binding = 24) uniform sampler2D tex_T4;
layout (binding = 25) uniform sampler2D tex_T5;
layout (binding = 26) uniform sampler2D tex_T6;
layout (binding = 27) uniform sampler2D tex_T7;
layout (binding = 28) uniform sampler2D tex_T8;
layout (binding = 29) uniform sampler2D tex_T9;
vec4 sample_tex(vec2 coord, uint unit) {
switch (unit) {
case 0: return texture(tex_T0, coord);
case 1: return texture(tex_T1, coord);
case 2: return texture(tex_T2, coord);
case 3: return texture(tex_T3, coord);
case 4: return texture(tex_T4, coord);
case 5: return texture(tex_T5, coord);
case 6: return texture(tex_T6, coord);
case 7: return texture(tex_T7, coord);
case 8: return texture(tex_T8, coord);
case 9: return texture(tex_T9, coord);
default: return vec4(1.0, 0, 1.0, 1.0);
}
}
void main() {
vec4 T0 = sample_tex(tex_coord.xy / tex_coord.z, tex_info.x);
if (tex_info.y == 0) {
T0.w = 1.0;
}
color = fragment_color * T0 * 2.0;
if (color.a <= alpha_reject) {
discard;
}
}