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shader_type spatial;
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render_mode depth_prepass_alpha,unshaded;
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uniform sampler2D tex : source_color,filter_nearest;
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void fragment() {
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vec4 col = texture(tex, UV);
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if(col.a<0.5){
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discard;
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}
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ALBEDO = col.rgb;
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ALPHA = 1.0;
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}
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void light() {
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DIFFUSE_LIGHT = vec3(0, 0, 0);
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} |