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#version 120
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uniform sampler2D sampler;
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uniform bool is_sign;
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varying vec2 fragment_uv;
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void main() {
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vec4 color = texture2D(sampler, fragment_uv);
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if (color == vec4(1.0, 0.0, 1.0, 1.0)) {
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discard;
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}
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else {
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color.a = max(color.a, 0.4);
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}
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gl_FragColor = color;
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}
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