This is partly solved in the fragment shader by calling discard for transparent pixels. But this does not work well for opaque surfaces (like glass).
vec4 color = texture2D(tex0, var_texcoord0.xy) * tint_pm;
if(color.a < 0.3) discard;
This is partly solved in the fragment shader by calling discard for transparent pixels. But this does not work well for opaque surfaces (like glass).
vec4 color = texture2D(tex0, var_texcoord0.xy) * tint_pm;
if(color.a < 0.3) discard;