uniform sampler2D u_atlas; varying vec2 v_textureCoordinates; #ifdef RENDER_FOR_PICK varying vec4 v_pickColor; #else varying vec4 v_color; #endif void main() { #ifdef RENDER_FOR_PICK vec4 vertexColor = vec4(1.0, 1.0, 1.0, 1.0); #else vec4 vertexColor = v_color; #endif vec4 color = texture2D(u_atlas, v_textureCoordinates) * vertexColor; // Fully transparent parts of the billboard are not pickable. #if defined(RENDER_FOR_PICK) || (!defined(OPAQUE) && !defined(TRANSLUCENT)) if (color.a < 0.005) // matches 0/255 and 1/255 { discard; } #else // The billboard is rendered twice. The opaque pass discards translucent fragments // and the translucent pass discards opaque fragments. #ifdef OPAQUE if (color.a < 0.995) // matches < 254/255 { discard; } #else if (color.a >= 0.995) // matches 254/255 and 255/255 { discard; } #endif #endif #ifdef RENDER_FOR_PICK gl_FragColor = v_pickColor; #else gl_FragColor = color; #endif }