Removed maximum_alpha uniform (as it's always 1.0 anyhow)
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@@ -7,7 +7,6 @@
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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uniform sampler2D diffuseMap;
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@@ -17,7 +16,7 @@ void main()
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{
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vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
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if (col.a < minimum_alpha || col.a > maximum_alpha)
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if (col.a < minimum_alpha)
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{
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discard;
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}
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