#import "Common/ShaderLib/GLSLCompat.glsllib" uniform sampler2D m_LeafMap; uniform float m_AlphaDiscardThreshold; varying vec2 texCoord; void main() { #ifdef HAS_LEAFMAP float alpha = texture2D(m_LeafMap, texCoord).a; if (alpha < m_AlphaDiscardThreshold) { discard; } #endif // Wir schreiben nur die Tiefe, die Farbe ist egal. gl_FragColor = vec4(1.0); }