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