Removed maximum_alpha uniform (as it's always 1.0 anyhow)
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@@ -6,7 +6,6 @@
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*/
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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vec3 fullbrightAtmosTransport(vec3 light);
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vec3 fullbrightScaleSoftClip(vec3 light);
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@@ -17,7 +16,7 @@ void main()
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{
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vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
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if (color.a < minimum_alpha || color.a > maximum_alpha)
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if (color.a < minimum_alpha)
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{
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discard;
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}
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