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Fix bug with texel opaque and transparent cut off shader function
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079b276c2b
commit
07cb0db425
7 changed files with 14 additions and 7 deletions
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@ -269,7 +269,14 @@ vec3 fetchLightmapMap(vec2 uv) {
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<@func discardTransparent(opacity)@>
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{
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if (<$opacity$> < 1e-6) {
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if (<$opacity$> < 1.0) {
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discard;
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}
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}
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<@endfunc@>
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<@func discardInvisible(opacity)@>
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{
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if (<$opacity$> < 1.e-6) {
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discard;
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}
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}
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@ -40,7 +40,7 @@ void main(void) {
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float opacity = getMaterialOpacity(mat) * _color.a;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$discardTransparent(opacity)$>;
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<$discardInvisible(opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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@ -44,7 +44,7 @@ void main(void) {
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float opacity = getMaterialOpacity(mat) * _color.a;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$discardTransparent(opacity)$>;
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<$discardInvisible(opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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@ -47,7 +47,7 @@ void main(void) {
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float opacity = getMaterialOpacity(mat) * _color.a;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$discardTransparent(opacity)$>;
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<$discardInvisible(opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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@ -57,7 +57,7 @@ void main(void) {
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float opacity = getMaterialOpacity(mat) * _color.a;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$discardTransparent(opacity)$>;
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<$discardInvisible(opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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@ -34,7 +34,7 @@ void main(void) {
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float opacity = getMaterialOpacity(mat) * _color.a;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$discardTransparent(opacity)$>;
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<$discardInvisible(opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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@ -44,7 +44,7 @@ void main(void) {
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float opacity = getMaterialOpacity(mat) * _color.a;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$discardTransparent(opacity)$>;
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<$discardInvisible(opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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