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Always use discard
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@ -26,6 +26,14 @@ void FLWFinalizeWorldPos(inout vec4 worldPos) {
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#elif defined(FRAGMENT_SHADER)
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#elif defined(FRAGMENT_SHADER)
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#use "flywheel:core/lightutil.glsl"
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#use "flywheel:core/lightutil.glsl"
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#define ALPHA_DISCARD 0.1
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//
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//#if defined(ALPHA_DISCARD)
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//#if defined(GL_ARB_conservative_depth)
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//layout (depth_greater) out float gl_FragDepth;
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//#endif
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//#endif
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vec4 FLWBlockTexture(vec2 texCoords) {
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vec4 FLWBlockTexture(vec2 texCoords) {
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return texture2D(uBlockAtlas, texCoords);
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return texture2D(uBlockAtlas, texCoords);
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}
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}
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@ -39,6 +47,12 @@ void FLWFinalizeColor(vec4 color) {
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color.a = a;
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color.a = a;
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#endif
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#endif
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#if defined(ALPHA_DISCARD)
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if (color.a < ALPHA_DISCARD) {
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discard;
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}
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#endif
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gl_FragColor = color;
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gl_FragColor = color;
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}
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}
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