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@@ -7,8 +7,11 @@ in vec4 f_light_pos;
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#include <common>
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#texture (tex1, 0, sRGB_A)
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uniform sampler2D tex1;
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uniform sampler2DShadow shadowmap;
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uniform samplerCube envmap;
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float calc_shadow()
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{
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@@ -89,8 +92,16 @@ void main()
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{
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vec4 tex_color = texture(tex1, f_coord);
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if (opacity == 0.0f && tex_color.a < 0.9f)
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discard;
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if (opacity == 0.0f)
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{
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//blending
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}
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else
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{
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//test
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if (tex_color.a < 0.5f)
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discard;
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}
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float shadow = calc_shadow();
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vec3 result = ambient * 0.3 + vec3(1.0) * emission;
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