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/**
* @file impostorF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
uniform float minimum_alpha;
uniform float maximum_alpha;
uniform sampler2D diffuseMap;
void main()
{
vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy);
if (color.a < minimum_alpha || color.a > maximum_alpha)
{
discard;
}
gl_FragColor = color;
}
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