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#version 150

uniform sampler2D g_samplers[255];

const uint SAMPLER_ID_NONE = 255u;

in vec2 g_texcoord;
in vec4 g_color;
flat in uint g_sampler;

void main() {
  vec4 color = g_color;
  if( g_sampler != SAMPLER_ID_NONE ) {
    vec4 tex_color = texture2D( g_samplers[g_sampler], g_texcoord );
    color *= tex_color;
    if (color.a < 0.01) discard;
  }
  gl_FragColor = color;
}