1varying vec2 texCoord; 2 3#ifdef DIFFUSEMAP_ALPHA 4uniform sampler2D m_DiffuseMap; 5#endif 6 7 8void main(){ 9 #ifdef DIFFUSEMAP_ALPHA 10 if (texture2D(m_DiffuseMap, texCoord).a <= 0.50) 11 discard; 12 #endif 13 14 gl_FragColor = vec4(1.0); 15}