fix render advanced pipeline issues
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@@ -24,15 +24,19 @@ uniform vec3 u_sunDir;
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void main() {
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float shadow = calc_shadow(a_modelpos, a_realnormal, a_distance);
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vec3 fogColor = texture(u_skybox, a_dir).rgb;
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vec4 tex_color = texture(u_texture0, a_texCoord);
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float alpha = a_color.a * tex_color.a;
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vec4 texColor = texture(u_texture0, a_texCoord);
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float alpha = a_color.a * texColor.a;
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// anyway it's any alpha-test alternative required
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if (alpha < (u_alphaClip ? 0.5f : 0.15f)) {
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discard;
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}
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f_color = a_color * tex_color * shadow;
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f_color = a_color * texColor * shadow;
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#ifndef ADVANCED_RENDER
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vec3 fogColor = texture(u_skybox, a_dir).rgb;
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f_color = mix(f_color, vec4(fogColor, 1.0), a_fog);
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#endif
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f_color.a = alpha;
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f_position = vec4(a_position, 1.0);
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f_normal = vec4(a_normal, 1.0);
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@@ -25,7 +25,6 @@ uniform bool u_debugNormals;
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#include <shadows>
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void main() {
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//vec3 fogColor = texture(u_skybox, a_dir).rgb;
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vec4 texColor = texture(u_texture0, a_texCoord);
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float alpha = texColor.a;
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if (u_alphaClip) {
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@@ -43,7 +42,12 @@ void main() {
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}
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f_color = texColor;
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f_color.rgb *= min(vec3(1.0), a_torchLight.rgb + a_skyLight);
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//f_color = mix(f_color, vec4(fogColor, 1.0), a_fog * 0.0);
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#ifndef ADVANCED_RENDER
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vec3 fogColor = texture(u_skybox, a_dir).rgb;
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f_color = mix(f_color, vec4(fogColor, 1.0), a_fog);
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#endif
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f_color.a = alpha;
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f_position = vec4(a_position, 1.0);
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f_normal = vec4(a_normal, 1.0);
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