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#version 450
layout (binding = 0) uniform sampler2D samplerColor;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 color = texture(samplerColor, inUV);
if (color.w == 0) {
discard;
}
outFragColor = color;
}
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