more fixes to textured transparency
This commit is contained in:
@ -1,6 +1,12 @@
|
||||
#version 330
|
||||
|
||||
uniform sampler2D tex;
|
||||
|
||||
in vec2 fragTexCoord;
|
||||
|
||||
void main() {
|
||||
if (texture(tex, fragTexCoord).a < 1e-3)
|
||||
discard;
|
||||
// gl_FragDepth = gl.FragCoord.z;
|
||||
}
|
||||
|
||||
|
@ -8,7 +8,10 @@ layout (location = 1) in vec3 normal;
|
||||
layout (location = 2) in vec2 vertTexCoord;
|
||||
layout (location = 3) in float light;
|
||||
|
||||
out vec2 fragTexCoord;
|
||||
|
||||
void main() {
|
||||
fragTexCoord = vertTexCoord;
|
||||
gl_Position = lightspace * model * vec4(vert, 1.0);
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user