mip-mapping related fixes
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@@ -16,8 +16,11 @@ void main() {
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vec4 tex_color = texture(u_texture0, a_texCoord);
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float depth = (a_distance/256.0);
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float alpha = a_color.a * tex_color.a;
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if (u_alphaClip && alpha < 0.9f)
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discard;
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if (u_alphaClip) {
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if (alpha < 0.2f)
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discard;
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alpha = 1.0;
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}
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f_color = mix(a_color * tex_color, vec4(fogColor,1.0),
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min(1.0, pow(depth*u_fogFactor, u_fogCurve)));
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f_color.a = alpha;
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