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  • SelectionProgram
  • fragment_shader_source=

protected fun fragment_shader_source=(fragment_shader_source: Text)

gamnit :: SelectionProgram :: fragment_shader_source=

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  • gamnit$SelectionProgram$fragment_shader_source=

Property definitions

gamnit $ SelectionProgram :: fragment_shader_source=
	#
	redef var fragment_shader_source = """
		precision highp float;

		varying vec2 v_tex_coord;

		// Map used as reference for opacity
		uniform sampler2D map_diffuse;

		// Should `map_diffuse` be used?
		uniform bool use_map_diffuse;

		// Color ID
		uniform vec4 color;

		void main()
		{
			gl_FragColor = vec4(color.rgb, 1.0);

			if (use_map_diffuse && texture2D(map_diffuse, v_tex_coord).a < 0.1) {
				gl_FragColor.a = 0.0;
			}
		}
		""" @ glsl_fragment_shader
lib/gamnit/depth/selection.nit:270,2--293,28
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