diff --git a/files/shaders/groundcover_fragment.glsl b/files/shaders/groundcover_fragment.glsl index 77fd32e58..c3339ba76 100644 --- a/files/shaders/groundcover_fragment.glsl +++ b/files/shaders/groundcover_fragment.glsl @@ -30,11 +30,7 @@ centroid varying vec3 shadowDiffuseLighting; #include "shadows_fragment.glsl" #include "lighting.glsl" - -float calc_coverage(float a, float alpha_ref, float falloff_rate) -{ - return clamp(falloff_rate * (a - alpha_ref) + alpha_ref, 0.0, 1.0); -} +#include "alpha.glsl" void main() { @@ -55,12 +51,13 @@ void main() gl_FragData[0] = vec4(1.0); #endif - gl_FragData[0].a = calc_coverage(gl_FragData[0].a, 128.0/255.0, 4.0); - - float shadowing = unshadowedLightRatio(linearDepth); if (euclideanDepth > @groundcoverFadeStart) gl_FragData[0].a *= 1.0-smoothstep(@groundcoverFadeStart, @groundcoverFadeEnd, euclideanDepth); + alphaTest(); + + float shadowing = unshadowedLightRatio(linearDepth); + vec3 lighting; #if !PER_PIXEL_LIGHTING lighting = passLighting + shadowDiffuseLighting * shadowing;