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@@ -55,6 +55,8 @@ varying vec3 SpecularSum;
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uniform sampler2D m_ColorRamp;
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#endif
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+uniform float m_AlphaDiscardThreshold;
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+
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#ifndef VERTEX_LIGHTING
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uniform float m_Shininess;
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@@ -169,7 +171,10 @@ void main(){
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float alpha = DiffuseSum.a * diffuseColor.a;
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#ifdef ALPHAMAP
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alpha = alpha * texture2D(m_AlphaMap, newTexCoord).r;
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- #endif
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+ #endif
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+ if(alpha < m_AlphaDiscardThreshold){
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+ discard;
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+ }
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#ifndef VERTEX_LIGHTING
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float spotFallOff = 1.0;
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