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#version 430 core

in vec2 f_uv;
in vec4 f_col;

out vec4 final_color;

uniform sampler2D tex0;

void main() {
  vec4 color = texture(tex0, f_uv) * f_col;
  if (color.a <= 0.5) {
    discard;
  }
  final_color = color;
}