Ok, changing the depth for the float on the alpha rejection worked. But there's another minor snaggette
You forgot to flip the texture coordinate of the textures going into the shadow map. It just needs the .t flipping before being used.
I just modded line 269 of model shader to:
#ifdef _F05_AlphaTest
texCoords.t *= -1.0;
vec4 albedo = texture2D( albedoMap, texCoords );
if( albedo.a < 0.01 ) discard;
#endif
Which works out pretty well. Although for trees its still not 100%.
Which brings up some other issues. Especially for this cityscape type environment. I cant seem to find a way to alter the ambient light for the whole of the city mesh. What I mean is that I want the city to be mostly bright, with just the shadow map for contrast. Right now I've got a big spotlight, but its not big enough, with enough range to fill the whole city (the large city is LARGE). Which means that I get dark edges around the periphery of vision when looking out over the city. The alternative of course, is to push the light out further and increase its range, but it seems to me that would screw up the shadow map resolution. Is there a reasonable fix for this?
I'm not necassarily going to be using the scene, but I think its useful as an exercise in getting the rendering to look right.
Ta.