Managing to get GBM working

This commit is contained in:
2021-08-16 01:38:35 -04:00
parent e5051bf7fe
commit ada7747676
12 changed files with 767 additions and 36 deletions

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@ -1,13 +1,25 @@
#version 130
#version 320 es
in vec2 TexCoord;
#ifdef GL_ES
in mediump vec2 TexCoord;
uniform mediump sampler2D u_Text;
out mediump vec4 FragColor;
void main() {
mediump vec4 color = texture(u_Text, TexCoord);
if(color.a == 0.0) discard;
FragColor = color;
}
#else
#version 330 core
uniform sampler2D u_Text;
in vec2 TexCoord;
uniform sampler2D u_Text;
out vec4 FragColor;
out vec4 FragColor;
void main() {
vec4 color = texture(u_Text, TexCoord);
if(color.a == 0) discard;
FragColor = color;
}
void main() {
vec4 color = texture(u_Text, TexCoord);
if(color.a == 0.0) discard;
FragColor = color;
}
#endif

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@ -1,6 +1,9 @@
#version 130
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_explicit_attrib_location : enable
#version 320 es
#ifdef GL_ES
#else
#extension GL_ARB_separate_shader_objects : enable
#endif
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;