init
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16
oak_tree/materials/scripts/caster_fp.glsl
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16
oak_tree/materials/scripts/caster_fp.glsl
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varying vec4 vertex_depth;
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uniform sampler2D tex;
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varying vec2 uv;
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void main()
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{
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if (texture2D(tex, uv).a < 0.5)
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{
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discard;
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}
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float depth = (vertex_depth.z) / vertex_depth.w;
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gl_FragColor = vec4(depth, depth, depth, 1.0);
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}
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