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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