uniform sampler2D sAlbedoMetal;
#endif
+uniform int uIsShadowCasting;
+
lowp vec3 linear(lowp vec3 color)
{
return pow(color, vec3(2.2));
void main()
{
+ if(uIsShadowCasting == 0)
+ {
+ discard;
+ }
+
#ifdef THREE_TEX
// The albedo may be defined from a base texture or a flat color
#ifdef BASECOLOR_TEX