#version 460 core #define STAGE_FRAGMENT 1 // heightmap terrain with holes cut in it, for the portals of tunnels and the like (opengl46_terrain_materials): the cells cut // out entirely are left out of the mesh, the rest of the openings is cut here. the mask of the holes covers the chunk, 255 // where the ground is cut; the fragments where the value led between its samples is over the half are discarded #define TERRAIN_HOLES 1 #pragma texture(holes, 7, R) layout(binding = 7) uniform sampler2D holes; #include "mat_terrain.glsl"