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https://github.com/X0nk/Bliss-Shader.git
synced 2026-10-10 05:03:04 +08:00
fix alpha cutout on ttranslucent stuff
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@@ -71,6 +71,8 @@ uniform sampler2D normals;
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uniform sampler3D texLpv2;
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#endif
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uniform float alphaTestRef;
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varying vec4 tangent;
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varying vec4 normalMat;
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varying vec3 binormal;
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@@ -454,11 +456,12 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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gl_FragData[0] = col;
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#else
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gl_FragData[0] = texture(texture, lmtexcoord.xy, mipmapBias) * color;
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gl_FragData[0] = texture(texture, lmtexcoord.xy, mipmapBias);
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gl_FragData[0].a *= color.a;
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#endif
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#if DEBUG_VIEW == debug_ALBEDO
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vec4 unalteredAlbedo = vec4(toLinear(gl_FragData[0].rgb),gl_FragData[0].a);
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vec4 unalteredAlbedo = vec4(toLinear(gl_FragData[0].rgb)*color.rgb,gl_FragData[0].a);
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#endif
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float UnchangedAlpha = gl_FragData[0].a;
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@@ -468,7 +471,8 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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gl_FragData[0].a = 1.0;
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#endif
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vec3 Albedo = toLinear(gl_FragData[0].rgb);
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vec3 Albedo = toLinear(gl_FragData[0].rgb)*color.rgb;
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#ifndef WhiteWorld
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#ifdef Vanilla_like_water
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@@ -481,6 +485,8 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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#endif
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#endif
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if(gl_FragData[0].a < alphaTestRef){discard; return;}
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#ifdef ENTITIES
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Albedo.rgb = mix(Albedo.rgb, entityColor.rgb, clamp(entityColor.a*1.5,0,1));
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#endif
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