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20 lines
363 B
GLSL
20 lines
363 B
GLSL
#version 120
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uniform sampler2D diffuseMap;
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varying vec2 diffuseMapUV;
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varying float alphaPassthrough;
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void main()
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{
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float alpha = texture2D(diffuseMap, diffuseMapUV).a * alphaPassthrough;
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const float alphaRef = 0.499;
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if (alpha < alphaRef)
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discard;
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// DO NOT write to color!
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// This is in charge of only updating depth buffer.
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}
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