/*============================================================================= fs_plt_hair.shd =============================================================================*/ #define SHADER_TYPE 2 #define LIGHTING 1 #define FOG 1 #define KEYHOLING 1 #define NORMAL_MAP 1 #define SPECULAR_MAP 1 #define ROUGHNESS_MAP 1 #define HEIGHT_MAP 0 #define SELF_ILLUMINATION_MAP 1 #define ENVIRONMENT_MAP 1 #include "inc_standard" uniform float fAlpha; void main () { FragmentColor = vec4(1.0); SetupStandardShaderInputs(); float fAlphaFromTexture = texture2D(texUnit1, vTexCoords.xy).a; if (fAlpha == 0.0){ if (fAlphaFromTexture < 0.2) { discard; } ApplyStandardShader(); gl_FragColor = vec4(FragmentColor.rgb, fAlphaFromTexture); } else{ if (fAlphaFromTexture < fAlpha) { discard; } ApplyStandardShader(); gl_FragColor = vec4(FragmentColor.rgb, fAlphaFromTexture); } }