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#version 150
uniform sampler2D g_samplers[255];
const int SAMPLER_ID_NONE = 255;
in vec2 g_texcoord;
in vec4 g_color;
flat in int g_sampler;
void main() {
vec4 color = g_color;
if( g_sampler != SAMPLER_ID_NONE ) {
// Always use sampler 0 to avoid dynamic indexing issues
vec4 tex_color = texture2D( g_samplers[0], g_texcoord );
color.a = g_color.a * tex_color.a;
if (color.a < 0.01) discard;
}
gl_FragColor = color;
}
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