// the inverted-hull shell (skin.vert with OUTLINE): a flat colour, no shading. Cut-out // meshes still need their shape, so the alpha test comes along. uniform vec3 u_outline_col; out vec4 o_color; #ifdef ALPHA_TEST in vec2 v_uv; uniform sampler2D u_diff; void main() { if (texture(u_diff, v_uv).a < 0.45) discard; o_color = vec4(u_outline_col, 1.0); } #else void main() { o_color = vec4(u_outline_col, 1.0); } #endif