vec4 color;
};
-uniform UnlitMaterial
+layout(set=1) uniform UnlitMaterial
{
UnlitMaterialParameters unlit_material;
+ float alpha_cutoff;
};
-uniform sampler2D color_tex;
+layout(set=1) uniform sampler2D color_tex;
layout(constant_id=auto) const bool use_texture = false;
layout(constant_id=auto) const bool use_vertex_color = false;
layout(constant_id=auto) const bool use_fog = false;
+layout(constant_id=auto) const bool use_alpha_cutoff = false;
#pragma MSP stage(fragment)
virtual vec4 get_color()
void main()
{
vec4 color = get_color();
+ if(use_alpha_cutoff && color.a<alpha_cutoff)
+ discard;
+
if(use_fog)
color.rgb = apply_fog(color.rgb);
frag_color = color;