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@grondag
Created February 16, 2019 22:36
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blending
vec4 diffuseColor()
{
#ifdef SOLID
float non_mipped = bitValue(v_flags, 3) * -4.0;
vec4 a = texture2D(u_textures, v_texcoord_0, non_mipped);
float cutout = bitValue(v_flags, 4);
if(cutout == 1.0 && a.a < 0.5)
discard;
#else
vec4 a = texture2D(u_textures, v_texcoord_0);
#endif
vec4 shade = shadeColor(v_color_0, 0);
a *= shade;
#if LAYER_COUNT > 1
vec4 b = texture2D(u_textures, v_texcoord_1) * shadeColor(v_color_1, 1);
a = mix(a, b, b.a);
#endif
#if LAYER_COUNT > 2
vec4 c = texture2D(u_textures, v_texcoord_2) * shadeColor(v_color_2, 2);
a = mix(a, c, c.a);
#endif
return a;
}
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