volumetricLightScatteringPass.fragment.fx 341 B

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  1. #if defined(ALPHATEST) || defined(NEED_UV)
  2. varying vec2 vUV;
  3. #endif
  4. #if defined(ALPHATEST)
  5. uniform sampler2D diffuseSampler;
  6. #endif
  7. void main(void)
  8. {
  9. #if defined(ALPHATEST)
  10. vec4 diffuseColor = texture2D(diffuseSampler, vUV);
  11. if (diffuseColor.a < 0.4)
  12. discard;
  13. #endif
  14. gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
  15. }