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#version 330

noperspective in vec2 fragTexCoord;
noperspective in vec3 fragColor;

uniform sampler2D texture0;
uniform vec4 colDiffuse;

out vec4 finalColor;

void main()
{
    vec4 texelColor = texture(texture0, fragTexCoord);
    if(texelColor.a < 0.8)
        discard;

    finalColor = texelColor*colDiffuse*vec4(fragColor, 1.0);
}