don't render objects with zero alpha color (RGBA)
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@@ -23,10 +23,12 @@ out vec4 color;
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void main(void)
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{
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vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);
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vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);
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vec3 ct,cf;
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float intensity,at,af;
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if (fragment.color.w==0)
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discard;
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intensity = 0.5+0.5*clamp( dot( normalize(normal),lightDir ), -1,1 );
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af = 1.0;
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@@ -45,6 +47,5 @@ void main(void)
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intensity = 0.7*intensity + 0.3*intensity*visibility;
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cf = intensity*(vec3(1.0,1.0,1.0)-ambient)+ambient;
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color = vec4(ct * cf, fragment.color.w);
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}
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@@ -17,10 +17,11 @@ static const char* useShadowMapInstancingFragmentShader= \
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"out vec4 color;\n"
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"void main(void)\n"
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"{\n"
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" vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);\n"
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" vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);\n"
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" vec3 ct,cf;\n"
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" float intensity,at,af;\n"
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" \n"
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" if (fragment.color.w==0)\n"
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" discard;\n"
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" intensity = 0.5+0.5*clamp( dot( normalize(normal),lightDir ), -1,1 );\n"
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" \n"
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" af = 1.0;\n"
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@@ -37,7 +38,6 @@ static const char* useShadowMapInstancingFragmentShader= \
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" intensity = 0.7*intensity + 0.3*intensity*visibility;\n"
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" \n"
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" cf = intensity*(vec3(1.0,1.0,1.0)-ambient)+ambient;\n"
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" \n"
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" color = vec4(ct * cf, fragment.color.w);\n"
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"}\n"
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;
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