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@@ -12,6 +12,7 @@ vec3 directionnalLight = normalize(vec3(10,5,7));
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vec3 directionnalLightFactor = vec3(0.6,0.6,0.6);
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void main() {
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vec3 lambertComponent = dot(directionnalLight, v_normal) * directionnalLightFactor;
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lambertComponent = max(vec3(0.0, 0.0, 0.0), lambertComponent);
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@@ -19,7 +20,7 @@ void main() {
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color = factor * texture(tex, v_tex_coords);
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if (color.a < 0.5) {
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if (color.a < 0.05) {
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discard;
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} else {
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color.a = 1.0;
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