// Prevent translucent things casting shadow (including the player using an invisibility effect)
if (gl_FragData[0].a <= 0.5)
// Prevent translucent things casting shadow (including the player using an invisibility effect). For now, rely on the deprecated FF test for non-blended stuff.
diffuseMapUV = vec2(0.0); // Avoid undefined behaviour if running on hardware predating the concept of dynamically uniform expressions
if (!alphaTestShadows)
alphaPassthrough = 1.0;
else if (colorMode == 2)
if (colorMode == 2)
alphaPassthrough = gl_Color.a;
else
// This is uniform, so if it's too low, we might be able to put the position/clip vertex outside the view frustum and skip the fragment shader and rasteriser