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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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assets/shaders/block_composite_f_shader.glsl
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19
assets/shaders/block_composite_f_shader.glsl
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#version 460
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uniform sampler2D u_accumTex;
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uniform sampler2D u_revealTex;
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in vec2 TexCoord;
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out vec4 FragColor;
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void main() {
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vec4 a = texture(u_accumTex, TexCoord);
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float r = texture(u_revealTex, TexCoord).r;
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if (a.a < 1e-4) discard;
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vec3 color = a.rgb / max(a.a, 1e-5);
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float transmittance = r;
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float opacity = 1.0 - transmittance;
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FragColor = vec4(color * opacity, opacity);
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}
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