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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;
}
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