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
This commit is contained in:
zhenyan121
2026-06-11 12:21:19 +08:00
committed by GitHub
parent 2906106597
commit d0bc8d627f
29 changed files with 572 additions and 284 deletions

View File

@@ -8,7 +8,7 @@ layout (binding = 0) uniform sampler2DArray samp;
void main(void) {
color = texture(samp, vec3(tc, tex_layer));
if (color.a < 0.1) {
if (color.a < 0.8) {
discard;
}
//color = varyingColor;