#include #ifdef ALPHATEST varying vec2 vUV; uniform sampler2D diffuseSampler; #endif #include void main(void) { #include #ifdef ALPHATEST float alphaFromAlphaTexture = texture2D(diffuseSampler, vUV).a; if (alphaFromAlphaTexture < 0.4) discard; #endif #if SM_SOFTTRANSPARENTSHADOW == 1 #ifdef ALPHATEST if ((bayerDither8(floor(mod(gl_FragCoord.xy, 8.0)))) / 64.0 >= softTransparentShadowSM * alphaFromAlphaTexture) discard; #else if ((bayerDither8(floor(mod(gl_FragCoord.xy, 8.0)))) / 64.0 >= softTransparentShadowSM) discard; #endif #endif #include }