25 lines
363 B
GLSL
25 lines
363 B
GLSL
#version 430
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#define ALPHA_CUTOFF 0.3
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layout (binding = 24) uniform sampler2D DiffuseTexture;
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uniform float Alpha;
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in VertexData{
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vec2 TextureCoordinate;
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}Input;
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layout (location = 0) out float ShadowMap;
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void main()
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{
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vec4 diffuseTexel = texture(DiffuseTexture, Input.TextureCoordinate) * Alpha;
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if (diffuseTexel.a < ALPHA_CUTOFF)
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{
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discard;
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}
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}
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