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#version 460 core
layout(binding = 0) uniform sampler2D textureAlbedo;
include(`materialDetail.glsl')
include(`materialCommon.glsl')
in vec2 gTexCoords;
flat in MaterialDetail gMaterial;
void
main()
{
if (getTextureColour(gMaterial, gTexCoords).a < 0.5) {
discard;
}
gl_FragDepth = gl_FragCoord.z;
}
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