COSC-3P98-Assigment-3/include/shaders/fragment.frag

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#ifdef __cplusplus
#include <string>
std::string shader_frag = R"("
#version 460
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precision mediump float;
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in vec2 uv_;
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in float index;
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out vec4 out_color;
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uniform mediump sampler2DArray texture_array;
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void main() {
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//out_color = vec4(uv_, 0.0, 1.0);
out_color = texture(texture_array, vec3(uv_, index));
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// discard disables early depth testing!
//if (out_color.a < 0.1)
// discard;
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}
")";
#endif