4 precision highp float;
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6 precision mediump float;
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9 uniform sampler2D sAlbedo;
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11 uniform vec4 uColor;
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14 uniform float uAlphaThreshold;
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23 vec4 color = texture(sAlbedo, vUV.st);
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25 if (color.a <= uAlphaThreshold)
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30 FragColor = color * uColor;
\r