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@@ -875,11 +875,15 @@ void fragment_shader(in SceneData scene_data) {
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alpha = compute_alpha_antialiasing_edge(alpha, alpha_texture_coordinate, alpha_antialiasing_edge);
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#endif // ALPHA_ANTIALIASING_EDGE_USED
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+#ifdef MODE_RENDER_DEPTH
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#ifdef USE_OPAQUE_PREPASS
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+#ifndef ALPHA_SCISSOR_USED
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if (alpha < scene_data.opaque_prepass_threshold) {
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discard;
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}
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+#endif // !ALPHA_SCISSOR_USED
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#endif // USE_OPAQUE_PREPASS
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+#endif // MODE_RENDER_DEPTH
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#endif // !USE_SHADOW_TO_OPACITY
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@@ -2038,8 +2042,8 @@ void fragment_shader(in SceneData scene_data) {
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if (alpha < alpha_scissor) {
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discard;
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}
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-#endif // ALPHA_SCISSOR_USED
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-
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+#else
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+#ifdef MODE_RENDER_DEPTH
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#ifdef USE_OPAQUE_PREPASS
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if (alpha < scene_data.opaque_prepass_threshold) {
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@@ -2047,6 +2051,8 @@ void fragment_shader(in SceneData scene_data) {
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}
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#endif // USE_OPAQUE_PREPASS
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+#endif // MODE_RENDER_DEPTH
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+#endif // ALPHA_SCISSOR_USED
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#endif // USE_SHADOW_TO_OPACITY
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