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fix shader
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@ -10,21 +10,17 @@ out vec4 color;
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uniform sampler2DArray tex;
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uniform sampler2DArray tex;
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uniform bool discard_alpha;
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uniform bool discard_alpha;
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// vec4 alpha_drop(vec4 b, vec4 a) {
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// if ((a.w < 1.) || (b.w < 1.)) {
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// return vec4(b.xyz, 0.);
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// }
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// return a;
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// }
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void main() {
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void main() {
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// base color from texture
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// base color from texture
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color = texture(tex, vec3(v_uv, v_tex_index));
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color = texture(tex, vec3(v_uv, v_tex_index));
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// discard transparent pixels
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if (color.w < (discard_alpha ? 0.01 : 0.5)) discard;
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// discard fully transparent pixels
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if (discard_alpha ? (color.w < 0.5) : (color.w == 0.)) discard;
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//basic "lighting"
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//basic "lighting"
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float light = abs(v_normal.x) + .8 * abs(v_normal.y) + .6 * abs(v_normal.z);
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float light = abs(v_normal.x) + .8 * abs(v_normal.y) + .6 * abs(v_normal.z);
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color *= vec4(vec3(light), 1.);
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color *= vec4(vec3(light), 1.);
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//discard alpha
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//discard alpha
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if (discard_alpha) color.w = 1.;
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if (discard_alpha) color.w = 1.;
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}
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}
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