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@@ -10,6 +10,7 @@ precision highp int;
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#include common
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#include read_from_texture
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#include common_frag_params
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+#include common_clip
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#include wboit_params
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uniform vec2 uImageTexDim;
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@@ -88,6 +89,8 @@ varying float vInstance;
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#endif
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void main() {
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+ #include clip_pixel
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+
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#if defined(dInterpolation_cubic)
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vec4 imageData = biCubic(tImageTex, vUv);
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#else
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@@ -96,6 +99,9 @@ void main() {
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imageData.a = clamp(imageData.a, 0.0, 1.0);
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if (imageData.a > 0.9) imageData.a = 1.0;
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+ float fragmentDepth = gl_FragCoord.z;
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+ bool interior = false;
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+
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#if defined(dRenderVariant_pick)
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if (imageData.a < 0.3)
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discard;
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@@ -121,10 +127,8 @@ void main() {
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float group = decodeFloatRGB(texture2D(tGroupTex, vUv).rgb);
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float vMarker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;
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- #include apply_marker_color
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- float fragmentDepth = gl_FragCoord.z;
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- bool interior = false;
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+ #include apply_marker_color
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#include apply_fog
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#include wboit_write
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#endif
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