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Re-introduced alphaDiscardThreshold in lighting frag

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9768 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
rem..om 13 年之前
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共有 1 个文件被更改,包括 6 次插入1 次删除
  1. 6 1
      engine/src/core-data/Common/MatDefs/Light/Lighting.frag

+ 6 - 1
engine/src/core-data/Common/MatDefs/Light/Lighting.frag

@@ -55,6 +55,8 @@ varying vec3 SpecularSum;
   uniform sampler2D m_ColorRamp;
 #endif
 
+uniform float m_AlphaDiscardThreshold;
+
 #ifndef VERTEX_LIGHTING
 uniform float m_Shininess;
 
@@ -169,7 +171,10 @@ void main(){
     float alpha = DiffuseSum.a * diffuseColor.a;
     #ifdef ALPHAMAP
        alpha = alpha * texture2D(m_AlphaMap, newTexCoord).r;
-    #endif  
+    #endif
+    if(alpha < m_AlphaDiscardThreshold){
+        discard;
+    }
 
     #ifndef VERTEX_LIGHTING
         float spotFallOff = 1.0;