60 lines
1.9 KiB
GLSL
60 lines
1.9 KiB
GLSL
/**
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*
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* RenderPipeline
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*
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* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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*/
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#version 430
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%defines%
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#pragma include "render_pipeline_base.inc.glsl"
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#pragma include "includes/vertex_output.struct.glsl"
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%includes%
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%inout%
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layout(location = 0) in VertexOutput vOutput;
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#if OPT_ALPHA_TESTING
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uniform sampler2D p3d_Texture0;
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#endif
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void main() {
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#if OPT_ALPHA_TESTING
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// Alpha tested shadows. This seems to be quite expensive, so we are
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// only doing this for the objects which really need it (like trees)
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float sampled_alpha = texture(p3d_Texture0, vOutput.texcoord).w;
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if (sampled_alpha < 0.1) discard;
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#endif
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%alpha_test%
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#if 0
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// This prevents the effect compiler from emitting a warning about
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// a undefined hook.
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%material%
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#endif
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}
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