~plainCterraindatashaders
42 itemsDownload ./*

..
frag_shader_clouds.glsl
frag_shader_cube.glsl
frag_shader_depth.glsl
frag_shader_fire.glsl
frag_shader_fireball.glsl
frag_shader_lava.glsl
frag_shader_line.glsl
frag_shader_main.glsl
frag_shader_moon.glsl
frag_shader_post.glsl
frag_shader_sky.glsl
frag_shader_stencil.glsl
frag_shader_sun.glsl
frag_shader_t3d.glsl
frag_shader_terrain.glsl
frag_shader_text.glsl
frag_shader_ui.glsl
frag_shader_vortex.glsl
frag_shader_water2.glsl
frag_shader_water_depth.glsl
frag_shader_water_height.glsl
vert_shader_clouds.glsl
vert_shader_cube.glsl
vert_shader_depth.glsl
vert_shader_fire.glsl
vert_shader_fireball.glsl
vert_shader_lava.glsl
vert_shader_line.glsl
vert_shader_main.glsl
vert_shader_moon.glsl
vert_shader_post.glsl
vert_shader_sky.glsl
vert_shader_stencil.glsl
vert_shader_sun.glsl
vert_shader_t3d.glsl
vert_shader_terrain.glsl
vert_shader_text.glsl
vert_shader_ui.glsl
vert_shader_vortex.glsl
vert_shader_water2.glsl
vert_shader_water_depth.glsl
vert_shader_water_height.glsl


shadersfrag_shader_t3d.glsl
535 B• 9•  2 months ago•  DownloadRawClose
2 months ago•  9

{}
#version 330 core
in vec2 TexCoords;
out vec4 FragColor;

uniform sampler2D sampler;
uniform float alp;
uniform float ris;

void main()
{    
    vec4 sampled = texture(sampler, TexCoords).rgba;
    //vec4 sampled = vec4(1.0, 1.0, 1.0, 1.0);

    //if (sampled.a < 0.001)
    //    discard;

    //float minalp=1.0-alp;

    //FragColor = sampled;

    float alpha = (sampled.a * alp) + ris; // ie * .75) + .25

    //float alpha = (sampled.a * 0.75) + 0.25;
    //float alpha = sampled.a;

    FragColor = vec4(sampled.rgb,alpha);
};

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