More precision is used for the green channel in RGB565 and DXT texture formats, so this would improve the quality in those cases.
@@ -466,8 +466,7 @@ THREE.ShaderChunk = {
"#ifdef USE_ALPHAMAP",
- " vec4 texelAlpha = texture2D( alphaMap, vUv );",
- " gl_FragColor.a *= texelAlpha.r;",
+ " gl_FragColor.a *= texture2D( alphaMap, vUv ).g;",
"#endif"