Discard small alpha values in fragment shader
This commit is contained in:
@@ -83,6 +83,11 @@ vec3 calculate_spot_light(SpotLight light, vec3 normal, vec3 frag_position, vec3
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 texture_color = texture(u_material.diffuse, texture_coords);
|
||||
if (texture_color.a < 1e-2) {
|
||||
discard;
|
||||
}
|
||||
|
||||
vec3 norm = normalize(normal);
|
||||
|
||||
vec3 view_pos = vec3(inverse(view)[3]);
|
||||
|
||||
Reference in New Issue
Block a user