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refactor: transparent render (#14)
* fix(renderer): defer uniform location retrieval and add view matrix in outline rendering * refactor(gameplay): encapsulate per-type vertex data into VertexData struct * feat(rendering): separate transparent blocks into discard and blend modes * feat(renderer): implement order-independent transparency * fix(shaders): reduce alpha discard threshold to 0.8
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@@ -123,6 +123,7 @@ add_executable(${PROJECT_NAME}
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src/gameplay/river_worm.cpp
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src/gameplay/river_path.cpp
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src/block.cpp
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src/gameplay/vertex_data.cpp
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)
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if(CMAKE_BUILD_TYPE STREQUAL "Debug")
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