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authorMel <einebeere@gmail.com>2023-07-10 04:42:49 +0200
committerMel <einebeere@gmail.com>2023-07-10 04:42:49 +0200
commit354a49d852d8f9ed9b66d7780ba43ce3a9ec59d7 (patch)
tree5f311f6aa47db9a231164a82403cc0e1e53864e8 /assets/shaders/fragment.glsl
parent22aeb320b193705f493747714404c8ddc752919b (diff)
downloadmeowcraft-354a49d852d8f9ed9b66d7780ba43ce3a9ec59d7.tar.zst
meowcraft-354a49d852d8f9ed9b66d7780ba43ce3a9ec59d7.zip
Separate transparent water mesh (not sorted, bad)
Diffstat (limited to 'assets/shaders/fragment.glsl')
-rw-r--r--assets/shaders/fragment.glsl8
1 files changed, 6 insertions, 2 deletions
diff --git a/assets/shaders/fragment.glsl b/assets/shaders/fragment.glsl
index cc60d65..7532036 100644
--- a/assets/shaders/fragment.glsl
+++ b/assets/shaders/fragment.glsl
@@ -1,6 +1,7 @@
 #version 330 core
 
 uniform sampler2D tex;
+uniform float mesh_alpha;
 uniform vec3 sun_direction;
 uniform vec3 sky_color;
 
@@ -20,6 +21,9 @@ void main() {
         discard;
     }
     float ao = 1 - frag_ambient_occlusion / 2;
-    color = vec4(diffuse, 1.0) * texture_color * ao;
-    color = mix(vec4(sky_color, 1.0), color, 1 - depth);
+
+    vec3 opaque_color = diffuse * texture_color.xyz * ao;
+    opaque_color = mix(sky_color, opaque_color, 1 - depth);
+
+    color = vec4(opaque_color, mesh_alpha);
 }
\ No newline at end of file