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#version 110 varying vec2 frag_texcoord; varying vec4 frag_color; uniform sampler2D tex; void main(void) { vec4 out_color = frag_color; out_color.a = texture2D(tex, frag_texcoord).r; if (out_color.a < 0.01) { discard; } gl_FragColor = out_color; }