diff --git a/res/shaders/entity.glslf b/res/shaders/entity.glslf index f3293adb7..d2eb78f4d 100644 --- a/res/shaders/entity.glslf +++ b/res/shaders/entity.glslf @@ -15,11 +15,32 @@ uniform float u_fogCurve; uniform bool u_alphaClip; uniform vec3 u_sunDir; +const float BAYER_MATRIX[64] = float[]( + 0.0, 32.0, 8.0, 40.0, 2.0, 34.0, 10.0, 42.0, + 48.0, 16.0, 56.0, 24.0, 50.0, 18.0, 58.0, 26.0, + 12.0, 44.0, 4.0, 36.0, 14.0, 46.0, 6.0, 38.0, + 60.0, 28.0, 52.0, 20.0, 62.0, 30.0, 54.0, 22.0, + 3.0, 35.0, 11.0, 43.0, 1.0, 33.0, 9.0, 41.0, + 51.0, 19.0, 59.0, 27.0, 49.0, 17.0, 57.0, 25.0, + 15.0, 47.0, 7.0, 39.0, 13.0, 45.0, 5.0, 37.0, + 63.0, 31.0, 55.0, 23.0, 61.0, 29.0, 53.0, 21.0 +); + +float calc_bayer(vec2 pos){ + ivec2 p = ivec2(mod(pos, 8.0)); + return BAYER_MATRIX[p.y * 8 + p.x] / 64.0; +} + void main() { vec4 texColor = texture(u_texture0, a_texCoord); float alpha = a_color.a * texColor.a; // anyway it's any alpha-test alternative required - if (alpha < (u_alphaClip ? 0.5f : 0.15f)) { + if (u_alphaClip) { + float bayer = calc_bayer(gl_FragCoord.xy); + if (alpha * bayer * bayer < 0.1f) { + discard; + } + } else if (alpha < 0.05f) { discard; } f_color = a_color * texColor;