1#import bevy_mod_outline::common::VertexOutput 4 @location(0) colour: vec4<f32>, 7 @builtin(frag_depth) frag_depth: f32, 12#ifdef ALPHA_MASK_TEXTURE 13@group(3) @binding(0) var alpha_mask_texture: texture_2d<f32>; 14@group(3) @binding(1) var alpha_mask_sampler: sampler; 18fn fragment(vertex: VertexOutput) -> FragmentOutput { 19 var out: FragmentOutput; 21#ifdef ALPHA_MASK_TEXTURE 22 let alpha_mask = textureSample(alpha_mask_texture, alpha_mask_sampler, vertex.uv)[#{ALPHA_MASK_CHANNEL}]; 23 if (alpha_mask < vertex.alpha_mask_threshold) { 30 out.frag_depth = vertex.flat_depth; 34 out.colour = vertex.volume_colour; 37 out.colour = vec4<f32>(vertex.position.xy, vertex.flat_depth, 0.0);