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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}