init
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18
assets/shaders/mesh_depth.frag
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18
assets/shaders/mesh_depth.frag
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#version 450 core
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// Shadow pass for 3D scenery: alpha-tested so leaves cast dappled shadows.
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in VS {
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vec3 worldPos;
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vec3 normal;
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vec2 uv;
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vec3 color;
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float height;
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} v;
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layout(binding = 0) uniform sampler2D uTex;
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uniform int uAlphaMask;
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uniform float uCutoff;
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void main() {
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if (uAlphaMask == 1 && texture(uTex, v.uv).a < uCutoff) discard;
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}
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