shaderColorPerVertex.frag 235 Bytes
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// ShaderColorPerVertex::fragmentShaderText

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PRECISION;
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VARYING_FRAG vec3 color;
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uniform float alpha;
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FRAG_OUT_DEF;
void main()
{
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#ifdef BLACK_TRANSPARENCY
	if (dot(color,color) == 0.0)
		discard;
#endif
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	FRAG_OUT=vec4(color,alpha);
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}