Everywhere: Update work in progress
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@@ -27,6 +27,7 @@ void main()
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vec4 textureColor = v_color;
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switch(int(v_textureIndex)) {
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case 0: break; // Texture unit 0 is reserved for no texture
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// case 1: textureColor.a = 1; break;
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case 1: textureColor.a = alpha(texture(u_textures[1], v_textureCoordinates).a); break;
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// case 1: textureColor *= texture(u_textures[1], v_textureCoordinates); break;
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case 2: textureColor.a = alpha(texture(u_textures[2], v_textureCoordinates).a); break;
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@@ -33,4 +33,7 @@ void main()
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v_borderColor = a_borderColor;
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v_offset = a_offset;
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gl_Position = vec4(a_position, 1.0f);
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// Vclip = Camera projection * Camera view * Model transform * Vlocal
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// gl_Position = u_projectionView * vec4(a_position, 1.0f);
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}
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