ShaderBuilder / add fragment discard expression in shader params
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@@ -166,6 +166,7 @@ varying vec2 v_quadCoord;
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varying float v_opacity;
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varying vec3 v_test;
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void main(void) {
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if (false) { discard; }
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gl_FragColor = vec4(0.3137254901960784, 0.0, 1.0, v_opacity);
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gl_FragColor.rgb *= gl_FragColor.a;
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}`);
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@@ -178,6 +179,7 @@ void main(void) {
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builder.setSymbolOffsetExpression('vec2(' + formatArray([5, -7]) + ')');
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builder.setColorExpression('vec4(' + formatColor([255, 255, 255, 1]) + ')');
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builder.setTextureCoordinateExpression('vec4(' + formatArray([0, 0.5, 0.5, 1]) + ')');
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builder.setFragmentDiscardExpression('u_myUniform > 0.5');
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expect(builder.getSymbolFragmentShader()).to.eql(`precision mediump float;
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uniform float u_myUniform;
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@@ -186,6 +188,7 @@ varying vec2 v_texCoord;
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varying vec2 v_quadCoord;
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void main(void) {
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if (u_myUniform > 0.5) { discard; }
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gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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gl_FragColor.rgb *= gl_FragColor.a;
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}`);
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