Clean up object texture loading, custom mipmap generator

This commit is contained in:
2015-05-08 17:54:13 +02:00
parent 36fd30d063
commit 2546196615
2 changed files with 183 additions and 63 deletions

View File

@@ -5,21 +5,19 @@
layout(location = 2) uniform sampler2D texBase;
layout(location = 3) uniform sampler2DArray texAnim;
layout(location = 4) uniform uint animFrame;
layout(location = 5) uniform vec3 IDcolor;
in vec2 fragTC;
flat in uint fragUseAnimTex;
layout(location = 0) out vec4 color;
layout(location = 1) out vec4 IDcolor_out;
layout(depth_unchanged) out float gl_FragDepth;
void main(void) {
color = bool(fragUseAnimTex)?texture(texAnim, vec3(fragTC, animFrame)):texture(texBase, fragTC);
vec4 texel = bool(fragUseAnimTex)?texture(texAnim, vec3(fragTC, animFrame)):texture(texBase, fragTC);
if (color.w < 0.5)
if (texel.a < 0.5)
discard;
IDcolor_out = vec4(IDcolor, 1.0);
color = texel;
}