import msp_interface;
+
+uniform AlphaCutoff
+{
+ float alpha_cutoff;
+};
+
+uniform sampler2D alpha_map;
+
+layout(constant_id=auto) const bool use_alpha_cutoff = false;
+
#pragma MSP stage(vertex)
+virtual vec4 get_vertex_position()
+{
+ return vertex;
+}
+
+virtual mat4 get_vertex_transform()
+{
+ return world_obj_matrix;
+}
+
+virtual void clipping(vec3 eye_vertex)
+{
+}
+
void main()
{
- gl_Position = projection_matrix*eye_obj_matrix*vertex;
+ vec4 eye_vertex = eye_world_matrix*get_vertex_transform()*get_vertex_position();
+ clipping(eye_vertex.xyz);
+ gl_Position = clip_eye_matrix*eye_vertex;
+ passthrough;
}
+
#pragma MSP stage(fragment)
+layout(location=0) out vec4 frag_color;
+
void main()
{
- frag_color = vec4(1.0);
+ if(use_alpha_cutoff)
+ {
+ float alpha = texture(alpha_map, texcoord.xy).a;
+ if(alpha<alpha_cutoff)
+ discard;
+ frag_color = vec4(1.0);
+ }
}