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