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#version 460 core
#extension GL_ARB_shading_language_include : enable

layout(binding = 0) uniform sampler2D textureAlbedo;

#include "materialCommon.glsl"
#include "materialDetail.glsl"

in vec2 gTexCoords;
flat in MaterialDetail gMaterial;

void
main()
{
	if (getTextureColour(gMaterial, gTexCoords).a < 0.5) {
		discard;
	}
	gl_FragDepth = gl_FragCoord.z;
}