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uniform sampler2D alphaMaskTex;
uniform vec2 alphaTestCtrl;
in vec2 vTexCoord;
in vec4 vBaseColor;
#if (SUPPORT_DEPTH_LAYOUT == 1)
// preserve early-z performance if possible
layout(depth_unchanged) out float gl_FragDepth;
#endif
void main() {
#if 0
// factors in height-based alpha reduction from less dense foliage
if ((texture(alphaMaskTex, vTexCoord).a * vBaseColor.a) <= alphaTestCtrl.x)
discard;
#else
if (texture(alphaMaskTex, vTexCoord).a <= alphaTestCtrl.x)
discard;
#endif
gl_FragDepth = gl_FragCoord.z;
}
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