Brenta Engine 1.2
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particle_render_fs.c
1static const char* particle_render_fs = "#version 330 core\n"
2"\n"
3"in float drawOrDieFrag;\n"
4"in vec2 TexCoordFrag;\n"
5"\n"
6"out vec4 FragColor;\n"
7"uniform sampler2D sprite;\n"
8"\n"
9"void main()\n"
10"{\n"
11" if (drawOrDieFrag < 0.0)\n"
12" {\n"
13" discard;\n"
14" }\n"
15" else\n"
16" {\n"
17" FragColor = texture(sprite, TexCoordFrag);\n"
18" if (FragColor.a < 0.1)\n"
19" {\n"
20" discard;\n"
21" }\n"
22" //FragColor = vec4(0.0, 1.0, 0.0, 1.0); // White\n"
23" }\n"
24"}\n"
25;