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Draw instances from the GPU culling with indirect draws, occlusion culling and a depth prepass
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16
shaders/depthprepass_alpha.frag
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16
shaders/depthprepass_alpha.frag
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// depth prepass of materials whose colour shader tests the alpha of the diffuse texture against the opacity of the
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// material (mat_default.frag and the like). the test here is stricter by one step of 8-bit alpha: a fragment which writes
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// depth here is never discarded by the colour pass, which would leave a hole with nothing drawn behind it
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in vec2 f_coord;
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#include <common>
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#texture (diffuse, 0, sRGB_A)
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uniform sampler2D diffuse;
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void main()
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{
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if (texture(diffuse, f_coord).a < opacity + 1.0 / 255.0)
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discard;
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}
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