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@@ -11,10 +11,11 @@ uniform float opacity;
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void main() {
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void main() {
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+ #include <clipping_planes_fragment>
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+
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vec3 outgoingLight = vec3( 0.0 );
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vec3 outgoingLight = vec3( 0.0 );
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vec4 diffuseColor = vec4( diffuse, opacity );
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vec4 diffuseColor = vec4( diffuse, opacity );
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- #include <clipping_planes_fragment>
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#include <logdepthbuf_fragment>
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#include <logdepthbuf_fragment>
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#include <map_fragment>
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#include <map_fragment>
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#include <alphatest_fragment>
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#include <alphatest_fragment>
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@@ -23,6 +24,8 @@ void main() {
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gl_FragColor = vec4( outgoingLight, diffuseColor.a );
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gl_FragColor = vec4( outgoingLight, diffuseColor.a );
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+ #include <tonemapping_fragment>
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+ #include <encodings_fragment>
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#include <fog_fragment>
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#include <fog_fragment>
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}
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}
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