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openmw/files/shaders/precipitation_fragment.glsl

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2023-01-07 06:23:03 +00:00
#version 120
uniform sampler2D diffuseMap;
varying vec2 diffuseMapUV;
#include "vertexcolors.glsl"
void main()
{
gl_FragData[0].rgb = vec3(1.0);
gl_FragData[0].a = texture2D(diffuseMap, diffuseMapUV).a * getDiffuseColor().a;
if (gl_FragData[0].a <= 0.5)
discard;
}