Files
Nuake-custom/Data/Shaders/Vulkan/shadow.frag

31 lines
662 B
GLSL

#include "Utils/header.hlsl"
struct PSInput
{
float4 Position : SV_Position;
float2 UV : TEXCOORD0;
};
struct ModelPushConstant
{
int modelIndex; // Push constant data
int materialIndex;
int cameraID;
};
[[vk::push_constant]]
ModelPushConstant pushConstants;
void main(PSInput input)
{
Material inMaterial = material[pushConstants.materialIndex];
if(inMaterial.alphaScissor == 1)
{
SamplerState samplerr = mySampler[inMaterial.samplingType];
float albedoAlpha = textures[inMaterial.albedoTextureId].Sample(samplerr, input.UV).a;
if(albedoAlpha < 0.1f)
{
discard;
}
}
}