clouds
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14
shaders/shader.frag
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14
shaders/shader.frag
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#version 330 core
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in vec2 texCoord;
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out vec4 fragColor;
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uniform sampler2D image;
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void main()
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{
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vec4 texColor = texture(image, texCoord);
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if(texColor.a < 0.1)
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discard;
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fragColor = texColor;
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}
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15
shaders/shader.vert
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15
shaders/shader.vert
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#version 330 core
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layout (location = 0) in vec4 aPos;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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out vec2 texCoord;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos.xy,0.0,1.0);
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texCoord = aPos.zw;
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}
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14
shaders/shaderBackground.frag
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14
shaders/shaderBackground.frag
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#version 330 core
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in vec2 texCoord;
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out vec4 fragColor;
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uniform sampler2D image;
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void main()
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{
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vec4 texColor = texture(image, texCoord);
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if(texColor.a < 0.1)
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discard;
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fragColor = texColor;
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}
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15
shaders/shaderBackground.vert
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15
shaders/shaderBackground.vert
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@@ -0,0 +1,15 @@
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#version 330 core
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layout (location = 0) in vec4 aPos;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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uniform int offset[];
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out vec2 texCoord;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos.xy,0.0,1.0);
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texCoord = aPos.zw;
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}
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