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#version 150
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uniform sampler2D Sampler0;
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in vec4 vertexColor;
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in vec2 texCoord0;
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in vec2 texCoord1;
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in vec2 texCoord2;
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out vec4 fragColor;
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void main() {
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vec4 color = texture(Sampler0, texCoord0);
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if (color.a < vertexColor.a) {
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discard;
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}
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fragColor = color;
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}
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