12 lines
210 B
GLSL
12 lines
210 B
GLSL
in vec2 a_texCoord;
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uniform sampler2D u_texture0;
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void main() {
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vec4 tex_color = texture(u_texture0, a_texCoord);
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if (tex_color.a < 0.5) {
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discard;
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}
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// depth will be written anyway
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}
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