export depth
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26
data/shaders/texture-colorize.glsl
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26
data/shaders/texture-colorize.glsl
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[[vertex]]
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uniform mat4 mvp;
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in vec4 pos;
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in vec2 uvs;
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out vec2 uv;
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void main()
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{
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uv = uvs;
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gl_Position = mvp * vec4(pos.xyz, 1.0);
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}
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[[fragment]]
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uniform sampler2D tex;
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uniform vec4 col;
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in mediump vec2 uv;
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out mediump vec4 frag;
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void main()
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{
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frag = vec4(col.rgb, texture(tex, uv).a > 0.01 ? 1.0 : 0.0);
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}
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