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#version 460 core
layout(binding = 0) uniform sampler2D textureAlbedo;
include(`materialInterface.glsl')
include(`materialOut.glsl')
include(`materialCommon.glsl')
void
main()
{
vec4 textureColour = getTextureColour(Material, TexCoords);
float opaque = step(0.5, mix(textureColour.a, 1, Colour.a));
gPosition = ivec4(FragPos, opaque);
gNormal = vec4(Normal, opaque);
gl_FragDepth = mix(1.0, gl_FragCoord.z, opaque);
gAlbedoSpec = mix(textureColour, vec4(Colour.rgb, 1), Colour.a);
}
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