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@@ -5,6 +5,17 @@ varying vec2 texCoord;
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#ifdef DIFFUSEMAP_ALPHA
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#ifdef DIFFUSEMAP_ALPHA
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uniform sampler2D m_DiffuseMap;
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uniform sampler2D m_DiffuseMap;
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+#endif
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+
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+#ifdef COLORMAP_ALPHA
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+ uniform sampler2D m_ColorMap;
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+#endif
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+
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+#ifdef BASECOLORMAP_ALPHA
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+ uniform sampler2D m_BaseColorMap;
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+#endif
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+
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+#if defined DIFFUSEMAP_ALPHA || defined COLORMAP_ALPHA || defined BASECOLORMAP_ALPHA
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uniform float m_AlphaDiscardThreshold;
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uniform float m_AlphaDiscardThreshold;
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#endif
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#endif
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@@ -16,6 +27,16 @@ void main(void)
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discard;
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discard;
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}
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}
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#endif
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#endif
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+ #ifdef COLORMAP_ALPHA
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+ if(texture2D(m_ColorMap,texCoord).a<m_AlphaDiscardThreshold){
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+ discard;
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+ }
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+ #endif
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+ #ifdef BASECOLORMAP_ALPHA
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+ if(texture2D(m_BaseColorMap,texCoord).a<m_AlphaDiscardThreshold){
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+ discard;
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+ }
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+ #endif
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gl_FragColor = vec4(normal.xy* 0.5 + 0.5,-normal.z* 0.5 + 0.5, 1.0);
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gl_FragColor = vec4(normal.xy* 0.5 + 0.5,-normal.z* 0.5 + 0.5, 1.0);
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}
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}
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