#if defined(dColorType_uniform) vec4 material = vec4(uColor, uAlpha); #elif defined(dColorType_attribute) || defined(dColorType_instance) || defined(dColorType_group) || defined(dColorType_groupInstance) vec4 material = vec4(vColor.rgb, uAlpha); #elif defined(dColorType_objectPicking) || defined(dColorType_instancePicking) || defined(dColorType_groupPicking) vec4 material = uPickable == 1 ? vColor : vec4(0.0, 0.0, 0.0, 1.0); // set to empty picking id #endif // mix material with overpaint #if defined(dOverpaint) && (defined(dColorType_uniform) || defined(dColorType_attribute) || defined(dColorType_instance) || defined(dColorType_group) || defined(dColorType_groupInstance)) material.rgb = mix(material.rgb, vOverpaint.rgb, vOverpaint.a); #endif // apply screendoor transparency #if defined(dTransparency) && (defined(dColorType_uniform) || defined(dColorType_attribute) || defined(dColorType_instance) || defined(dColorType_group) || defined(dColorType_groupInstance)) float ta = 1.0 - vTransparency; float at = 0.0; #if defined(dTransparencyVariant_single) const mat4 thresholdMatrix = mat4( 1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0, 13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0, 4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0, 16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0 ); at = thresholdMatrix[int(intMod(gl_FragCoord.x, 4.0))][int(intMod(gl_FragCoord.y, 4.0))]; #elif defined(dTransparencyVariant_multi) at = fract(dot(vec3(gl_FragCoord.xy, vGroup + 0.5), vec3(2.0, 7.0, 23.0) / 17.0f)); #endif if (ta < 0.99 && (ta < 0.01 || ta < at)) discard; #endif