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Add an alternative alpha blending mode, alpha masking, based on a cutoff threshold, and producing opaque particles emitted into the `AlphaMask3d` render phase (for 3D views). Add a new `BuiltInOperator::AlphaCutoff` to allow accessing and modifying that cutoff value from the fragment shader. Allow the render context to evaluate expressions, and add the missing access to simulation parameters. Update the billboard example to use alpha masking with a dynamically varying alpha cutoff driven by the simulation time.
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This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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