discard alpha, use treshold

This commit is contained in:
griffi-gh 2023-11-22 22:02:30 +01:00
parent de44cd67b2
commit fe50cd1af9

View file

@ -19,9 +19,11 @@ uniform sampler2DArray tex;
void main() { void main() {
// base color from texture // base color from texture
color = texture(tex, vec3(v_uv, v_tex_index)); color = texture(tex, vec3(v_uv, v_tex_index));
// discard fully transparent pixels // discard transparent pixels
if (color.w <= 0.0) discard; if (color.w < 0.5) discard;
//basic "lighting" //basic "lighting"
float light = abs(v_normal.x) + .8 * abs(v_normal.y) + .6 * abs(v_normal.z); float light = abs(v_normal.x) + .8 * abs(v_normal.y) + .6 * abs(v_normal.z);
color *= vec4(vec3(light), 1.); color *= vec4(vec3(light), 1.);
//discard alpha
color.w = 0.;
} }