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