Removed maximum_alpha uniform (as it's always 1.0 anyhow)
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@@ -8,13 +8,12 @@
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varying vec3 vary_normal;
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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void main()
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{
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vec4 col = diffuseLookup(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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