zPrePass_optimized.frag 281 B

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  1. #version 150
  2. uniform sampler2D u_albedoSampler;
  3. uniform int u_hasTexture;
  4. in vec2 v_texCoord;
  5. void main ()
  6. {
  7. if ((u_hasTexture != 0)) {
  8. vec4 tmpvar_1;
  9. tmpvar_1 = texture (u_albedoSampler, v_texCoord);
  10. if (((tmpvar_1.w * 255.0) < 1.0)) {
  11. discard;
  12. };
  13. };
  14. }