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Discard transparent parts of textured surfaces
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@ -26,6 +26,7 @@ void main() {
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float alpha = smoothstep(-dark_shift, dark_shift, dp);
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float alpha = smoothstep(-dark_shift, dark_shift, dp);
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color = mix(dark_color, color, alpha);
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color = mix(dark_color, color, alpha);
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}
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}
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if (color.a == 0) discard;
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frag_color = finalize_color(
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frag_color = finalize_color(
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color,
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color,
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