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#version 330 core
in vec3 FragPos;
in vec2 TexCoords;
in vec3 Normal;
in vec4 Colour;
out vec4 gPosition;
out vec4 gNormal;
out vec4 gAlbedoSpec;
uniform sampler2D texture0;
void
main()
{
float clear = round(texture(texture0, TexCoords).a);
gPosition = vec4(FragPos, clear);
gNormal = vec4(Normal, clear);
gAlbedoSpec = mix(texture(texture0, TexCoords), vec4(Colour.rgb, 1), Colour.a);
}
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