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#ifdef USE_ALPHA_HASH

/* From the paper "Hashed Alpha Testing" by Chris Wyman and Morgan McGuire */
float hash(vec2 a) {
	return fract(1e4 * sin(17.0 * a.x + 0.1 * a.y) * (0.1 + abs(sin(13.0 * a.y + a.x))));
}

float hash3d(vec3 a) {
	return hash(vec2(hash(a.xy), a.z));
}

uniform float hashAlphaOffset;

float hashed_alpha_threshold(vec3 co)
{
	const float hash_scale = 1.0; /* Roughly in pixel */

	/* Find the discretized derivatives of our coordinates. */
	float max_deriv = max(length(dFdx(co)), length(dFdy(co)));
	float pix_scale = 1.0 / (hash_scale * max_deriv);

	/* Find two nearest log-discretized noise scales. */
	float pix_scale_log = log2(pix_scale);
	vec2 pix_scales;
	pix_scales.x = exp2(floor(pix_scale_log));
	pix_scales.y = exp2(ceil(pix_scale_log));

	/* Compute alpha thresholds at our two noise scales. */
	vec2 alpha;
	alpha.x = hash3d(floor(pix_scales.x * co));
	alpha.y = hash3d(floor(pix_scales.y * co));

	/* Factor to interpolate lerp with. */
	float fac = fract(log2(pix_scale));

	/* Interpolate alpha threshold from noise at two scales. */
	float x = mix(alpha.x, alpha.y, fac);

	/* Pass into CDF to compute uniformly distrib threshold. */
	float a = min(fac, 1.0 - fac);
	float one_a = 1.0 - a;
	float denom = 1.0 / (2 * a * one_a);
	float one_x = (1 - x);
	vec3 cases = vec3(
		(x * x) * denom,
		(x - 0.5 * a) / one_a,
		1.0 - (one_x * one_x * denom)
	);

	/* Find our final, uniformly distributed alpha threshold. */
	float threshold = (x < one_a) ?	((x < a) ? cases.x : cases.y) :	cases.z;

	/* Avoids threshold == 0. */
	threshold = clamp(threshold, 1.0e-6, 1.0);

	/* Jitter the threshold for TAA accumulation. */
	return fract(threshold + hashAlphaOffset);
}

#endif

#ifdef USE_ALPHA_CLIP
uniform float alphaThreshold;
#endif

void main()
{
	/* For now do nothing.
	 * In the future, output object motion blur. */

#if defined(USE_ALPHA_HASH) || defined(USE_ALPHA_CLIP)
#define NODETREE_EXEC

	Closure cl = nodetree_exec();

#if defined(USE_ALPHA_HASH)
	/* Hashed Alpha Testing */
	if (cl.opacity < hashed_alpha_threshold(worldPosition))
		discard;
#elif defined(USE_ALPHA_CLIP)
	/* Alpha clip */
	if (cl.opacity <= alphaThreshold)
		discard;
#endif
#endif
}