#version 300 es precision highp float; precision highp sampler2DArray; precision highp usampler2DArray; precision highp isampler2DArray; precision highp int; uniform sampler2DArray tex; in vec3 frag_pos; in vec2 out_clip_pos; out vec4 out_frag_color; struct Tile { int uniq; // Healpix cell int texture_idx; // Index in the texture buffer float start_time; // Absolute time that the load has been done in ms float empty; }; uniform Tile textures_tiles[12]; uniform float opacity; #include ../color.glsl; #include ../../projection/hpx_proj.glsl; #include ./utils.glsl; void main() { vec3 uv = xyz2uv(normalize(frag_pos)); uv.y = 1.0 - uv.y; vec4 c = uvw2c_u8(uv); //c.a *= (1.0 - tile.empty); out_frag_color = c; out_frag_color.a = out_frag_color.a * opacity; }