Fix alpha hash by correcting typos and doing calculations in object space
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3 changed files with 8 additions and 5 deletions
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@ -826,7 +826,8 @@ void fragment_shader(in SceneData scene_data) {
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// alpha hash can be used in unison with alpha antialiasing
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#ifdef ALPHA_HASH_USED
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if (alpha < compute_alpha_hash_threshold(vertex, alpha_hash_scale)) {
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vec3 object_pos = (inverse(read_model_matrix) * inv_view_matrix * vec4(vertex, 1.0)).xyz;
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if (alpha < compute_alpha_hash_threshold(object_pos, alpha_hash_scale)) {
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discard;
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}
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#endif // ALPHA_HASH_USED
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