#import "Common/ShaderLib/GLSLCompat.glsllib" uniform sampler2D m_LeafMap; uniform bool m_HasLeafMap; in vec2 texCoord; void main() { if (m_HasLeafMap) { vec4 tex = texture2D(m_LeafMap, texCoord); if (tex.a < 0.5) discard; } // Nur Tiefe schreiben — ColorWrite ist per ForcedRenderState deaktiviert gl_FragColor = vec4(1.0); }