Alphamasking migrated to shaders instead of using fixed-function. Very early code. Hasn't even made it into viewer-development yet.
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@@ -7,13 +7,11 @@
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uniform sampler2D diffuseMap;
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varying vec4 post_pos;
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void main()
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{
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gl_FragColor = vec4(1,1,1,texture2D(diffuseMap, gl_TexCoord[0].xy).a * gl_Color.a);
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gl_FragColor = vec4(1,1,1,1);
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gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
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}
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