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- #include<shadowMapFragmentDeclaration>
- #ifdef ALPHATEST
- varying vec2 vUV;
- uniform sampler2D diffuseSampler;
- #endif
- #include<clipPlaneFragmentDeclaration>
- void main(void)
- {
- #include<clipPlaneFragment>
- #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<shadowMapFragment>
- }
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