layout (location = 0) out vec4 f_color; #include in vec4 a_torchLight; uniform sampler2D u_texture0; uniform vec3 u_sunDir; // flags uniform bool u_alphaClip; uniform bool u_debugLights; uniform bool u_debugNormals; #include void main() { vec4 texColor = texture(u_texture0, a_texCoord); float alpha = texColor.a; if (u_alphaClip) { if (alpha < 0.2f) discard; alpha = 1.0; } else { if (alpha < 0.002f) discard; } if (u_debugLights) texColor.rgb = u_debugNormals ? (a_normal * 0.5 + 0.5) : vec3(1.0); f_color = texColor; f_color.rgb *= min(vec3(1.0), a_torchLight.rgb + a_skyLight * calc_shadow(a_modelpos, a_realnormal, length(a_position))); vec3 fogColor = texture(u_skybox, a_dir).rgb; f_color = mix(f_color, vec4(fogColor, 1.0), a_fog); f_color.a = alpha; }