File: TreeShadowGenFragProg.glsl

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spring 106.0%2Bdfsg-1
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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;
}