Fixed wrong alpha handling in the pbr shader
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2c388e489a
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9665b985e4
@ -9,7 +9,9 @@ varying vec2 texCoord;
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varying vec2 texCoord2;
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varying vec2 texCoord2;
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#endif
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#endif
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varying vec4 Color;
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#ifndef BASECOLORMAP
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varying vec4 Color;
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#endif
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uniform vec4 g_LightData[NB_LIGHTS];
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uniform vec4 g_LightData[NB_LIGHTS];
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@ -122,7 +124,7 @@ void main(){
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float Metallic = max(m_Metallic, 0.0);
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float Metallic = max(m_Metallic, 0.0);
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#endif
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#endif
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float alpha = Color.a * albedo.a;
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float alpha = albedo.a;
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#ifdef DISCARD_ALPHA
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#ifdef DISCARD_ALPHA
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if(alpha < m_AlphaDiscardThreshold){
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if(alpha < m_AlphaDiscardThreshold){
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@ -13,7 +13,9 @@ varying vec2 texCoord;
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attribute vec2 inTexCoord2;
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attribute vec2 inTexCoord2;
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#endif
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#endif
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varying vec4 Color;
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#ifndef BASECOLORMAP
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varying vec4 Color;
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#endif
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attribute vec3 inPosition;
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attribute vec3 inPosition;
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attribute vec2 inTexCoord;
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attribute vec2 inTexCoord;
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@ -59,7 +61,9 @@ void main(){
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wTangent = vec4(TransformWorldNormal(modelSpaceTan),inTangent.w);
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wTangent = vec4(TransformWorldNormal(modelSpaceTan),inTangent.w);
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#endif
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#endif
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Color = m_BaseColor;
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#ifndef BASECOLORMAP
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Color = m_BaseColor;
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#endif
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#ifdef VERTEX_COLOR
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#ifdef VERTEX_COLOR
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Color *= inColor;
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Color *= inColor;
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