add 'u_alphaClip' to entity shader
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@ -9,6 +9,7 @@ uniform samplerCube u_cubemap;
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uniform vec3 u_fogColor;
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uniform float u_fogFactor;
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uniform float u_fogCurve;
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uniform bool u_alphaClip;
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void main() {
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vec3 fogColor = texture(u_cubemap, a_dir).rgb;
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@ -16,7 +17,7 @@ void main() {
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float depth = (a_distance/256.0);
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float alpha = a_color.a * tex_color.a;
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// anyway it's any alpha-test alternative required
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if (alpha < 0.5f)
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if (alpha < (u_alphaClip ? 0.5f : 0.2f))
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discard;
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f_color = mix(a_color * tex_color, vec4(fogColor,1.0),
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min(1.0, pow(depth*u_fogFactor, u_fogCurve)));
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@ -153,6 +153,7 @@ void WorldRenderer::renderLevel(
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frustumCulling->update(camera.getProjView());
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}
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entityShader.uniform1i("u_alphaClip", true);
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level.entities->render(
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assets,
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*modelBatch,
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