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 | /** 
 * @file treeShadowF.glsl
 *
 * $LicenseInfo:firstyear=2007&license=viewerlgpl$
 * $/LicenseInfo$
 */
 
uniform float minimum_alpha;
uniform float maximum_alpha;
uniform sampler2D diffuseMap;
varying vec4 post_pos;
void main() 
{
	float alpha = texture2D(diffuseMap, gl_TexCoord[0].xy).a;
	if (alpha < minimum_alpha || alpha > maximum_alpha)
	{
		discard;
	}
	gl_FragColor = vec4(1,1,1,1);
	
	gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
}
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