Implemented punch-through / alpha tested material support, enabled with the "alpha_test true" in the material file.
--HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4064
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@@ -144,7 +144,7 @@ void KRLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &f
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// Render light flare on transparency pass
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KRShader *pShader = pContext->getShaderManager()->getShader("flare", pCamera, false, false, false, 0, false, false, false, false, false, false, false, renderPass);
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KRShader *pShader = pContext->getShaderManager()->getShader("flare", pCamera, false, false, false, 0, false, false, false, false, false, false, false, false, renderPass);
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pShader->bind(pCamera, matModelToView, mvpmatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, 0, renderPass);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_pFlareTexture->getName());
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