more fixes to textured transparency
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@@ -1,6 +1,12 @@
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#version 330
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uniform sampler2D tex;
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in vec2 fragTexCoord;
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void main() {
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if (texture(tex, fragTexCoord).a < 1e-3)
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discard;
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// gl_FragDepth = gl.FragCoord.z;
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}
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