@ -14,4 +14,8 @@ void main()
gl_FragData[0].a = texture2D(diffuseMap, diffuseMapUV).a * alphaPassthrough;
else
gl_FragData[0].a = alphaPassthrough;
// Prevent translucent things casting shadow (including the player using an invisibility effect)
if (gl_FragData[0].a < 0.5)
discard;
}