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Discard fragments all the time if opacity is under threshold
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commit
bda0c0a89f
9 changed files with 9 additions and 2 deletions
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@ -315,7 +315,7 @@ void evalFragShadingGloss(out vec3 diffuse, out vec3 specular,
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}
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}
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vec3 evalSpecularWithOpacity(vec3 specular, float opacity) {
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vec3 evalSpecularWithOpacity(vec3 specular, float opacity) {
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return specular / max(opacity, 1e-6);
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return specular / opacity;
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}
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}
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<@if not GETFRESNEL0@>
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<@if not GETFRESNEL0@>
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@ -267,7 +267,7 @@ vec3 fetchLightmapMap(vec2 uv) {
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<@func discardTransparent(opacity)@>
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<@func discardTransparent(opacity)@>
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{
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{
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if (<$opacity$> < 1.0) {
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if (<$opacity$> < 1e-6) {
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discard;
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discard;
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}
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}
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}
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}
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@ -41,6 +41,7 @@ void main(void) {
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float opacity = getMaterialOpacity(mat) * _alpha;
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float opacity = getMaterialOpacity(mat) * _alpha;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$discardTransparent(opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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@ -44,6 +44,7 @@ void main(void) {
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float opacity = getMaterialOpacity(mat) * _alpha;
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float opacity = getMaterialOpacity(mat) * _alpha;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$discardTransparent(opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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@ -46,6 +46,7 @@ void main(void) {
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float opacity = getMaterialOpacity(mat) * _alpha;
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float opacity = getMaterialOpacity(mat) * _alpha;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$discardTransparent(opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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@ -45,6 +45,7 @@ void main(void) {
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float opacity = getMaterialOpacity(mat) * _alpha;
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float opacity = getMaterialOpacity(mat) * _alpha;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$discardTransparent(opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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@ -54,6 +54,7 @@ void main(void) {
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float opacity = getMaterialOpacity(mat) * _alpha;
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float opacity = getMaterialOpacity(mat) * _alpha;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$discardTransparent(opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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@ -31,6 +31,7 @@ void main(void) {
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float opacity = getMaterialOpacity(mat) * _alpha;
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float opacity = getMaterialOpacity(mat) * _alpha;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$discardTransparent(opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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@ -41,6 +41,7 @@ void main(void) {
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float opacity = getMaterialOpacity(mat) * _alpha;
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float opacity = getMaterialOpacity(mat) * _alpha;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$discardTransparent(opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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