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#version 450
layout(location = 0) in vec3 in_color;
layout(location = 1) in vec2 in_uv;
layout(location = 0) out vec4 out_color;
layout(set = 0, binding = 0) uniform sampler2D base_color;
layout(push_constant) uniform AlphaTestConstants {
float alpha_cutoff;
} alpha_test;
void main() {
out_color = texture(base_color, in_uv) * vec4(in_color, 1.0);
if (out_color.a < alpha_test.alpha_cutoff) {
discard;
}
}
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