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- uniform float alphaTest;
- varying vec4 vColor;
- // Samplers
- varying vec2 vUV;
- uniform sampler2D diffuseSampler;
- void main(void) {
- vec4 color = texture2D(diffuseSampler, vUV);
- if (
- (alphaTest > 0.0 && color.a < alphaTest) ||
- (alphaTest < 0.0 && color.a > alphaTest * -1.0)
- )
- discard;
- gl_FragColor = color;
- }
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