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			32 lines
		
	
	
	
		
			858 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			32 lines
		
	
	
	
		
			858 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 120
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| 
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| #if @useGPUShader4
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|     #extension GL_EXT_gpu_shader4: require
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| #endif
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| 
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| uniform sampler2D diffuseMap;
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| varying vec2 diffuseMapUV;
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| 
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| varying float alphaPassthrough;
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| 
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| uniform bool useDiffuseMapForShadowAlpha;
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| uniform bool alphaTestShadows;
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| uniform float alphaRef;
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| 
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| #include "lib/material/alpha.glsl"
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| 
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| void main()
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| {
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|     gl_FragData[0].rgb = vec3(1.0);
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|     if (useDiffuseMapForShadowAlpha)
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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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| 
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|     gl_FragData[0].a = alphaTest(gl_FragData[0].a, alphaRef);
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| 
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|     // Prevent translucent things casting shadow (including the player using an invisibility effect).
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|     // This replaces alpha blending, which obviously doesn't work with depth buffers
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|     if (alphaTestShadows && gl_FragData[0].a <= 0.5)
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|         discard;
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| }
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