#version 130 #extension GL_EXT_texture_array : enable in vec2 pass_textureCoordinates; in float visibility; in float pass_layer; in float pass_baseLightingValue; out vec4 out_Color; uniform sampler2DArray modelTexture; uniform vec3 tint; uniform vec3 skyColor; void main(void){ vec4 textureColour = texture2DArray(modelTexture,vec3(pass_textureCoordinates, pass_layer)); if(textureColour.a<0.5) discard; out_Color = textureColour; out_Color.rgb += tint.xyz; out_Color.rgb *= pass_baseLightingValue; out_Color = mix(vec4(skyColor.x,skyColor.y,skyColor.z,1.0),out_Color, visibility); }