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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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@@ -1,5 +1,7 @@
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id = 7
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is_blend = true
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is_cross_plane = false
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is_discard = false
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is_gas = false
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is_liquid = true
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is_passable = true
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