uniform BasicMaterial
{
BasicMaterialParameters basic_material;
+ float alpha_cutoff;
};
uniform sampler2D diffuse_map;
layout(constant_id=auto) const bool use_emission_map = false;
layout(constant_id=auto) const bool use_reflectivity = false;
layout(constant_id=auto) const bool use_reflectivity_map = false;
+layout(constant_id=auto) const bool use_alpha_cutoff = false;
#pragma MSP stage(fragment)
virtual vec4 get_diffuse_color()
void main()
{
+ vec4 surface_diffuse = get_diffuse_color();
+ if(use_alpha_cutoff && surface_diffuse.a<alpha_cutoff)
+ discard;
+
vec3 normal = get_fragment_normal();
vec3 look = normalize(world_look_dir);
- vec4 surface_diffuse = get_diffuse_color();
vec3 surface_specular = get_specular_color();
float shininess = get_shininess_value();