forked from 0ad/0ad
18 lines
252 B
GLSL
18 lines
252 B
GLSL
#version 110
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uniform sampler2D baseTex;
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varying vec2 v_tex;
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void main()
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{
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vec4 tex = texture2D(baseTex, v_tex);
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#ifdef REQUIRE_ALPHA_GEQUAL
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if (tex.a < REQUIRE_ALPHA_GEQUAL)
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discard;
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#endif
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gl_FragColor = tex;
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}
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