AlphaDiscardTreshold is now supported by the Unshaded material.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10588 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -2,6 +2,10 @@
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#define NEED_TEXCOORD1
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#endif
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#if defined(DISCARD_ALPHA)
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uniform float m_AlphaDiscardThreshold;
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#endif
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uniform vec4 m_Color;
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uniform sampler2D m_ColorMap;
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uniform sampler2D m_LightMap;
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@ -15,7 +19,7 @@ void main(){
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vec4 color = vec4(1.0);
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#ifdef HAS_COLORMAP
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color *= texture2D(m_ColorMap, texCoord1);
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color *= texture2D(m_ColorMap, texCoord1);
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#endif
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#ifdef HAS_VERTEXCOLOR
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@ -34,5 +38,11 @@ void main(){
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#endif
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#endif
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#if defined(DISCARD_ALPHA)
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if(color.a < m_AlphaDiscardThreshold){
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discard;
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}
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#endif
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gl_FragColor = color;
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}
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@ -16,6 +16,9 @@ MaterialDef Unshaded {
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Int NumberOfBones
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Matrix4Array BoneMatrices
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// Apha threshold for fragment discarding
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Float AlphaDiscardThreshold (AlphaTestFallOff)
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//Shadows
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Int FilterMode
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Boolean HardwareShadows
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@ -61,6 +64,7 @@ MaterialDef Unshaded {
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HAS_VERTEXCOLOR : VertexColor
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HAS_COLOR : Color
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NUM_BONES : NumberOfBones
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DISCARD_ALPHA : AlphaDiscardThreshold
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}
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}
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