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/**
* @file diffuseAlphaMaskIndexedF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
varying vec3 vary_normal;
uniform float minimum_alpha;
uniform float maximum_alpha;
void main()
{
vec4 col = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
if (col.a < minimum_alpha || col.a > maximum_alpha)
{
discard;
}
gl_FragData[0] = vec4(col.rgb, 0.0);
gl_FragData[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
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