GLSL, NSRenderableEntity: Added hack to prevent alphatesting against world
surfaces utilizing the default lightmapped shader.
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@ -128,6 +128,8 @@ varying mat3 invsurface;
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/* get the alphatesting out of the way first */
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#ifdef MASK
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/* terrible hack, CSQC sets this to mark surface as an entity */
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if (e_glowmod == vec3(1.0, 0.0, 1.0))
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if (diffuse_f.a < 0.6) {
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discard;
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}
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@ -202,6 +202,8 @@ NSRenderableEntity::RenderFXPass(void)
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pSeat = &g_seats[s];
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vecPlayer = pSeat->m_vecPredictedOrigin;
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/* HACK: this tells our GLSL to render this masked */
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glowmod = [1.0,0.0,1.0];
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colormod = m_vecRenderColor;
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alpha = m_flRenderAmt;
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